Today I finally released a new version of Hover Carnage. That's about eight months since the last one. Working at Linuxcare this summer took up quite a bit of time that I could have spent hacking, and rewriting the game's engine several times didn't exactly help speed development. But it was definitely all worth it, because now we have a solid, extensible engine to play with.
For me, the next priority is to get complex tunnel generation working. Branching, rooms, and intersections will be very necessary for any sort of interesting gameplay.