https://pistolshrimpgames.com/2023/09/n ... for-godot/
the development moved over to the "engine" Godot.
Instead of fully developing their own, they will use the OpenSource Godot engine, and modify that to their needs (if needed).
After a week of building some proof-of-concepts, both Fred and I weren’t turned off. We might have too much experience to ever be really sold on anything, but we hadn’t found anything to terrify us, and we liked what we were able to do.
Within another week, our proof-of-concept quickly stopped being a proof-of-concept and became the answer. We had almost all of UQM2 running within Godot! Within less than a month, we had all of UQM2 functioning, as well as features we had planned but had not been able to do.
What Did it Cost?
The short answer is: about a month. The longer answer is more nuanced.
Sounds good and promising. Not too much effort lost. And saving effort at other places also sounds good.
I wonder whether Paul and Ken moved on because the budget is tighter than expected?
I wanted to link some concept art the blog also contains, but there's no spoiler tag working here, so I'll just point to the end of the blog post for that.