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!