I took a short break from Void-OT after realizing that I needed a more solid and powerful editor than the one I had built so far.
The old editor was constantly hitting the limits of a console application, with no real optimizations and too many workarounds.
So I decided to move everything directly inside the Game Engine. Faster, more flexible, and finally designed to grow with the project.
And no, this does not mean I stopped working on Void-OT. Quite the opposite. I am deep inside it, right up to my neck.