Nope, no fade, but we are
"gathering acorns" for the winter, which has
slowed down the core engine development since Nathan atm is the only one maining the critical areas of coding. Blockade Runner is a family project for us, it's not just a get-rich-durr-space-voxels!
Aside from a summer slowdown where we work (instead of beg) for funds, we've also been quietly reshaping the game to fit around our engine, which we'd prefer to keep quiet since the allure of "space voxels!" alone seems to have petered out, and companies are hungry for new ideas.