WRT the OP's suggestion:
I don't think there's any need to or interest in *expanding* the company, in terms of hiring more full-time employees. But I would like to see them take more risks.
Spiderweb has been making the same game for 20 years. It is in the process of its *second* round of Exile remakes. I get that Jeff wants stability; he knows what the safe investment is. And that's fine, no one can fault you for having "a stable source of income" as one of your aspirations. But this is an incredibly conservative model even for a major publisher, much less a plucky indie developer. Yes, going out on a limb and trying something new, something outside your established formula, is a risk, and a particularly stressful one for an indie dev. But let's not act like it's impossible. Indie game developers do this *all the time.*
Yeah, the lack of inspiration is really starting to show (in my opinion). Jeff has stated in blog posts that he no longer enjoys making games for a living, and for my part, I can tell. I see incremental improvements in gameplay streamlining and sanitization but next to nothing in terms of new, interesting ideas. It's starting to feel like a game of Mad Libs, swapping proper nouns and incidental plot details from game to game, but always fitting into the same (increasingly rote-feeling) formula of "EPIC fantasy adventure, huge world, dozens of dungeons, *the choice is yours*!" Even the writing - something which is consistently, and to my mind, inexplicably touted as the company's strong suit - makes no effort to mature. 20 years after Exile we have moved from fighting an evil Empire to "the Corruption." Corruption. Really?
Again - I respect the decision to be conservative with respect to innovation in the interest of financial stability. But if that's what's going on, probably we should also be honest about the sort of product is that ensues. Which is to say - derivative, regurgitated, and apparently, consistently profitable.