I have to admit, I can't wait for the next couple of updates and the underhive purge to begin in earnest.
In the other 40k quest I was involved in, "The road not taken", there was an early purge of the main character Octavia's Forge City of Bermuda, so we could properly upgrade it into an Arcology (an STC found early on in that game). I was contributing omakes, expecting the campaign would take multiple parts and be an involved process (because Forge Cities are Hive Cities with an AdMech twist, so they're huge places internally and would be an epic narrative), but instead of a 20-part epic narrative, we got a simple multi-turn update action in the main list of actions (something like "turn 8, years 5-9, the campaign is brutal, many casualties are reported in the depths").
Such an anemic - heck, skeletal - lack of, well everything - characterization, epic action, nail-biting suspense, even horror considering this is 40K - really soured me on how the main GM there did his thing. I had begun to help with behind the scenes stuff like tech/STC ideas and some structural stuff, but it was after that I began to seriously try and contribute as co-GM as much as possible, feeling that I could make up for what I felt were deficiencies in narrative by adding additional content to what the GM wrote, so instead of a mere two sentences for an action on any given turn, I would spin out a detail-filled yarn of whatever it was about, aiming for worldbuilding and a greater sense of being dropped into the middle of a 3D living world. Thats one of the reasons each turn and update ballooned in size, it was me adding more to almost every post. Eventually the game grew so big the GM changed the narrative structure of the game so he could handle it, and I largely got left out of the next stage in the game's future by that point, but by that point I was getting married to my wife, moving and getting a dog in the same month, planning our future, getting two new jobs, moving again, then getting my wifey knocked up, then my dog died, and now I'm a dad, so I've never really regretted that bc I had to move on with my life as I had no free time left to contribute like that anymore.
Anyways, here...so far that hasn't been a problem. Yeah we're discovering STCs remarkably quickly, but actually fixing them and implementing them is taking TIME, which the other game kind of ignored to rush up the tech tree at an illogically fast pace. I learned a lot from that game, but reading all the community contributions here, all the wonderful small glimpses into a hundred different omake characters doing whatever they do in their lives (or deaths)...its very satisfying. I feel like this game has a lot of potential.
So...yeah. I throw my compliments to you
@Lord Necromancer . You're doing a great job so far. I know this kind of game can evolve rapidly out from underneath your feet, but you're doing a fantastic job in working with the players, taking advice, and adapting to keep up. I'm really glad we're all having fun here.