They really do need to keep their funders updated, ideally once a month. Another kickstarter I contributed to does one every Wednesday and they made approximately the same fundraising total.
It would take 15 minutes to writeup a paragraph saying how the move went, here is a new screenshot, here is some concept art lying around.
And if there are updates happening in the insider forum (I don't have access so I have no idea), i think you need to still share it with the rest of your supporters. Even if it is staggered releases of the same info but maybe a week after it went up on the insider section.
It's not really like there is a insider news thread, rather, the news/info we get about sg are in the normal (mostly supporter created) threads. Were BM reply on a subject with info about how it will work in-game.
unfortunate for some, a lot of these threads are in the insider forum.
Bottom line is that as of right now, there is no real "News thread" rather news are posted here and there, which require you to follow a lot of thread if you want news.
As an example, here's some info about the combat
"During the early months of development we did little else but test and refine the combat. When we started we had a lot of ideas about how to do the combat but when it came to testing we realised they were impractical or just not fun. Designing an action close quarters combat system that is simple yet skillful, fun and works well in terms of controls, the view etc. is not particularly easy or intuitive.
As it is we plan to introduce some additional strikes and combat manoeuvres but already the combat has much more depth to it than you might think because of the completely physics driven nature of it. Holding a button just swings your weapon, turning that into an effective blow is another matter and the other controls come into play. You have to time attacks against your opponents', you step and turn to connect your blow and give it force, you need to dodge and parry in specific directions etc.
Even just stepping and turning is something you need to get a feel for, if you think pressing A in combat just moves you left you're in for a surprise. Every part of your character has momentum and moving and turning relies on the feet taking steps. It has nothing to do with the mechanical systems you typically see in games and a far cry from left click = do damage.
Becoming more proficient in combat in SG is a bit like learning to drive a car, you're not really aware of how or why your driving improves, you just get better. The basics are simple and intuitive but there are many subtleties.
The end result is a lot of fun, it takes practice but it's addictive rather than frustrating. We believe the main reason why it's fun and compelling is because the physics just kind of make sense, you see and even feel what's going on. In games there's usually either nothing involved or outcomes don't really correspond to what you're seeing.
I don't see how something like what is proposed above could work with either the view (consider that your opponents can be anywhere relative to you) nor animations etc. It also sounds overcomplicated, our intention is to provide a control system that is highly intuitive and accessible to anyone but at the same time introduces a strong skill element, a fiddly control system goes against the "easy to learn, difficult to master" principle. Either way I don't see that anyone can really attempt to design a combat system for SG without first trying the game, it will be very different from anything you've ever played."
It's a lot of good info, but it's posted in the "Die by the Sword" thread.
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