Technically, the very first one is done: it's possible to have a very simple battle against some predetermined enemies. There aren't a lot of commands, but you do have choices to make. I could have people test this and they'd see if the most basic principles of my game are sound.
Right now, I'm setting up simple dungeon floors where a player can walk around, go after the most basic goals, and trigger the battles above. It's not a groundbreaking change, but it does add something beyond simply fighting a single battle, since now players have a little more to think about and may even have to fight multiple battles sometimes.
I'll reveal the future steps as I approach them, but here's a basic road map to my game's development: the Kickstarter will likely launch while working on the fourth release, and the game will head into an exclusive alpha phase shortly after that. Around the eighth version on my list, I hope to start getting my game onto Steam's Early Access program. The full release is actually marked as #17--the rest consist of early patching, extras and other support. It would only be after I was fully happy with it that I'd be willing to move to another project.
So does this give us a timeline, then? Well, sort of. Current work has suggested that some of these easier phases take only about 2 weeks to get working. I suspect the other ones will be much more complicated, though, so it's probably safer to expect some of them to take closer to a month or even a bit more. The math, then, suggests 1-2 years total, with the Kickstarter right smack at the beginning of 2016. Even as I type that, it doesn't seem quite right, but the numbers don't lie!
One is the dungeon floor generator. Originally, I wanted to make really large maps, with spread-out rooms, similar to, say, Pokémon Mystery Dungeon. They would have required a tile engine to make the pieces all fit together properly, and players would spend quite a bit of time on each floor. Now, though, each floor will have only one or two locations of interest, perhaps only a single enemy, and a time limit that keeps players rushing around. That way, even the smallest obstacles may be interesting challenges. This also makes the purely turn-based battle system more exciting.
Speaking of time, the original plan was to have these dungeon dives as only one part of a larger time management scheme. As time passed, events would be scheduled on the fly, including special character conversations, class sessions, and main story points. They could happen in different orders due to player choices, sometimes multiple in a single time frame. However, I've now thought of ways to untie the character conversations and skill learning system (classes) from the schedule. Only the story events will still be part of the schedule, and since those were at specific points in the first place, it won't be so messy.
These are the main things I've seen fit to change about the game design itself. Next time, I'll talk a bit about changing the way I work on development.