It's a serious thing to call somebody a liar on the internet. Missing delivery dates on software is so common it is practically a universal meme. It doesn't make a man a liar. You're pretty loose with those insults, anonymous person. Nobody is making excuses for adding another 100 hours of content and a whole new play mechanic to Grimoire for V2. It's just running late because I can't work hard enough to finish it all. If you ever do anything technical in your life, you may discover it is a very common experience to underestimate how long it will take to deliver. With Grimoire, just finishing off the new content is nothing. It has to be tested, retested and tested again to make sure it doesn't interfere with completion or mess up any existing logic or break any code. I don't know how many hours you work a day. In addition to my day job, I worked about 18 hours over the weekend and 6 hours most nights for the past couple of months putting new graphics together, adding and tweaking new story content, testing and retesting the changes to mechanics and maps. I spent most of the weekend getting the new "Titan Mines" and "Titan Underground Lake" correct in any playthrough with different styles. This area has three new NPCs (graphics and animation by me) and three new major puzzles involving graphics and animation. This whole area when completed is just to set up another area for a gateway to the mysterious fifth ending for the game, which I am completing now including cutscenes, graphics and animation. Normally a game like Grimoire would require a team of at least 10 ordinary mortals. I am doing all of it by myself.
I know from experience that non-technical people don't know where all this stuff comes from. They just think it "made itself" and "put itself" into the game somehow. Actually I spent hours editing by pixel the animations and artwork before then animating and packing it into the game by running the mega slicer on all the images to pack, which itself takes two hours in DOS mode to pack and slice all animation images in Grimoire. I then spent another couple hours adjusting animations, making sure control frames worked right and switching contexts to other animations under program control worked right. If I designed Grimoire today I could cut this development time to 20% of the current requirements with a different design of the editors based on 4 GIGs of RAM instead of 2 MBs of RAM available, but I am not rewriting the editing system for this iteration.