1. Scaling up is not just a problem of making more content, when the engine can't handle the extra level of detail. Which is increasingly bigger problem when it wasn't designed to scale. There are confirmations of the problem from everywhere where they attempt to scale terrain in these engines, and scale the visibility.
2. The problem with an island is that suddenly we are at the level of other developers who are doing islands because that's what they are limited to, but have an army of developers and artists for it, and ready made engines. I can see what happens, when people start comparing it. Wow, that's some strategy there, shame it would wipe us out ...
3. Not sure what you mean by branches. Versions of the engine? Yes, there are different versions, with API for plugging in simulation code.
4. I don't know how else to explain that to add game content, like character animations, the engine has to support the character animations. See? I'm sorry that you aren't satisfied with the progress, we would like it to be much faster ourselves, but it doesn't help comparing it to other island games on stock engines that can focus just on the gameplay and the art.
We didn't stop the development of the game, technically it wasn't even properly started yet. We said game because that's what you bought, and that's what you'll ultimately get, not an engine. But it says right here: "People who like it and/or want to support us and the development of Outerra engine ...". Because some engine functionality has to be developed in order to make a game ... but I already said that multiple times and it didn't help any.
One dominant area that can use a global terrain that is based on the real world data are the military simulations. Not games, but serious army stuff. Believe me that if other developers could easily offer both the scale and the detail with their streaming engines, they would do it because there's a high demand for it. Anteworld is a tech demo giving you access to the technology that goes that way and already offers some of that experience. The price is that the tech needs a whole new toolchain to get to the level, and currently it is still lacking many of these tools.
But we don't want Anteworld to end up as a game on an island and get lost in the sea of other islands. We want to utilize the potential of the engine fully with it. Our existing agreements give us the right to use most of the stuff being developed in cooperation for our game. That includes, for example, ballistics, physics, effects ...