There has been a lot of discussion about design for various things: experience gain, other modes than roguelike, progression, AI, etc.
While I appreciate everyone's drive and passion for VQ, I'd ask the community to understand that creating the design is up to the project and not the community.
There is a specific reason for this and it's called "feature creep". Many a project fall prey to that, especially in the indie game development sector, and I will do everything in my power to prevent this. It's basically the death of the project unless you have nearly infinite resources (a thing we definitely don't have). I have been in IT projects for more than a decade and I still see feature creep even with professionals with many years of experience. Sometimes it's pure ignorance, sometimes it's sheer arrogance ("ah, that's easy to implement") and sometimes protocol is just abandoned for no reason at all (other than the fact that a specific individual doesn't likes working "by the book"). That's why I am also here as a producer, to make sure this thing does not happen.
Also, were we to let the community write design documents, a false sense of what is being promised by the project would implicitly be created. The project only promises what it also communicates itself. I hope that makes sense to everybody.
While we will always listen to the community concerning the design, what goes into the design and what doesn't is a project decision. We are currently working on a project framework/roadmap, since the community has had a lot to say in the last two or three weeks. We understand what the people generally want and will try to deliver the more desired features first. We value the opinion of everybody in the community, but you also have to understand that we have our own opinion. It might be that the feature you're looking for isn't making it in anytime soon, but keep in mind that it is basically one guy coding all of this, so naturally not everything that you specifically dream about can be created. So please don't think any less of VQ for that but instead let us know that you really would like to see feature X and if we can somehow make it happen. Who knows, maybe we like your idea and might consider it.
Without going into detail at this point, I can at least tell you that the standard RPG mode is going into the first release, since there seems to be a high demand from the community regarding this mode. The roguelike and sandbox (god-) mode are taking a backseat for now. Once we have a revised design document, we will publish it accordingly.
Thank you all for your valuable input so far, and thanks for understanding my point.
Edit 30th August 2015: We have now (actually since a few weeks) a proper high level feature list that Gavan is implementing. Work on the engine is done for now, but of course there will be a performance pass later in the year/beginning next year, when the major features of the game are all in place.
We are aiming at a smaller game for now. Kickstarter backers are entitled to a free copy, depending on their thier maybe even more than one copy. This smaller game is having a lot of the features that we also need/reuse for Voxel Quest, as advertised in the Kickstarter. The reason for this is, that implementing the full RPG game right now would take around another 1-2 years, from where we stand now. We discussed involving the players early, but came to the conclusion, that it will do more harm than good. Early Access is a difficult topic and there are many ways to do it "wrong". We try to avoid negative feelings towards our project as much as possible; we are, however, aware that long waiting times are also a source of negative perception. For the meantime, this alternate game will hopefully bring some entertainment and joy to you, while you wait for the big game.
I'm not saying that this project would have been impossible without the KS backers, but you made it quite a bit easier on us with the money that was made available. So again, my sincere thanks to all the backers out there, and thank you for sticking with us, even if our projections for early access were waaaaay off last year.