A particular fact most often forgotten in game dev is this: the art and actual game dev are done by different people. Art elements such as the posters for the subscription does not take time away from developing systems and mechanics.
The art posters for the subscriber skins are done by contracted individuals. This art, in turn is used to create a revenue stream for actual game development, supplementing it. The time-frame we currently have, or the pace at which content is currently being developed, is likely the quickest possible, considering we have just one full time developer, and all others being part-timers.
All these elements, be it the subscription/backer programs, the systems currently developed and in development, are pieces of the bigger puzzle that is the Kickstarter. The team needs to pull out every stop in order to be able to compete with other developers who are backed by publishers and/or millions of dollars in funding. At the same time, they need to be methodical in their approach, so as to ensure that they make the most out of the funding that the community has pooled.
All these factors considered, we, the community, have to remain patient and give the team the time to do their job. As for a timeframe for development, Grummz recently announced on discord that he has set up an internal Trello for the dev cycle.
They have a plan, a course of action, the community simply needs to trust that they are doing their very best.