If they can put a game into the engine as it is they will get a nice chunk of cash...far more than they seemingly are getting from a flight sim company.
Um ... who said anything about a flight sim company?
Making a flight simulator right now would be an extremely risky business. Technically the market is a niche, requires a high detail and a lot of content, and despite the removal of MS from the contenders it's a tough competition.
Now you are absolutely right about the income from the alpha preorders being insufficient for our growth. But OT comes with a unique set of features (unique in the sense of seeing them together: real data, scale, detail range, deformations), and as such it's quite interesting for many "serious" application areas out there. This was always one of our directions, and it's actually the major reason why the progress in the game seems to be so slow, as we were working on lots of background stuff for projects that are being developed here (in cooperation with other companies/licensees, to be revealed when ready). Weren't it for that, we would probably have a gameplay already, since a playable game would be the only way to get the income needed for the acceleration of the development.
Now the addition of craters on the one hand sounds like fun(most people like blowing stuff up) but on the other hand it's just another unnecessary addition like the rocks were as far as the game they described goes, though it is a bit like digging... My concern is that they are now starting to spend to much time on the skin when there are major bones missing.
The game was devised to show the unique features (unique in the context), real-time terrain deformation is definitely one of them, so it's supposed to play a role in the game.
The only difference between you and most people on this forum, is that you don't seem to have any patience.
Actually, zuluknob has valid points and a fairly healthy (realistic) view of the matter, constrained only by incomplete information. As a user I would be concerned myself, asking questions about how this project means to survive and develop. I'd be expecting by now a lot more activity in getting more users/players in, knowing that there needs to be some critical mass in order to sustain the development, and that the current rate and awareness about OT/Anteworld isn't nearly enough.
Perhaps the only difference would be that I'd instead start wondering what's going on behind the scenes