We have a set of functionalities we need to get working before we can reboot.
This reboot is sort of like other reboots, but is mostly not at all like other reboots.
Other reboots, we add new features, maybe a boss or three or a town or some skills or what have you, and we attempt to QA them to the point that we're sure they won't, in order of importance,
(1) damage long-term system integrity (wipe pfiles, corrupt data)
(2) damage short-term system integrity (crash the game)
(3) create broken stuff which will persist in the system (bad items which will become OS)
(4) create any broken stuff at all.
(5) will be fun and monotonically increase the game's fun and longevity.
Most reboots focus on 2+; the code that handles (1) is small, generally well-understood and doesn't get touched very much. This reboot involves a lot of code which touches a lot of (1)-relevant functionality, so we have to test the hell out of everything, disproportionately greater than everything else we release.
We're down(!) To ~14 key items that we need to address before we can reboot(!!)
Because the biggest changes this reboot were touching underlying functionality, these things are non-negotiable, and include finishing the supervisor script that runs the code that runs the program that runs the game, and figuring out why some pieces of data that are supposed to save between reboot don't yet (houses, clanhalls, chess games).
We're not there yet, but we are getting closer.