I've been following Josh Parnell's work on Limit Theory since shortly after it was kickstarted. His early videos were simply breathtaking, and I thought he had a really good shot at creating the next generation of procedurally generated space simulations. I don't know enough about everything that's happened since 2012 to have any meaningful takeaways in this particular case, but I have the utmost respect for Josh. He's clearly driven by a serious work ethic boosted by a lot of passion and talent, and I'm sure he will come away from 6 years of work on Limit Theory having a better understanding about how to apply his energies in his next projects to maximize the chance of success. There was a lot about Limit Theory that seemed to be done right. If I had to critique it in terms of things I noticed that gave me pause, I would say the lack of a publicly available playable demo (release early, release often) makes the list.