Haha! I'm glad someone out there cares enough to keep looking!
Believe it or not, things are still very much alive for Spirit Hunter Mineko and she's going to be completed no matter what, I promise... even if only a handful of people are interested in playing

As you and others may have gathered from the recent main page blog-posts, I've been desperately trying to streamline my life and expenses so I can afford to quit consulting and work on my games. Up to now, I simply couldn't afford to take much time off from my primary business (without risking bankruptcy in mere months due to ridiculous expense overhead)
Most people just try a Kickstarter and then hope for the best, but I'd rather make myself financially secure and stable enough to work on the Mineko project than ask for help... Hopefully I never have to reverse course and beg for assistance, we'll see where things shape up after my home-sale completes this summer!
A small update for everyone: The underlying tech of iOS has changed several times since my early programming demos of Mineko, but those all still compile and run on iOS 8 with no problem as of today. I'm actually exploring newer OpenGL and "Metal" programming options in my part time work on Rogue Touch 2, which is serving to get me back up to speed on modern iOS plumbing. That knowledge will then allow me to modernize Mineko and ensure we'll be playing it on iDevices for years to come instead of being one-generation away from end-of-life
I'll be preparing more detailed blog and forum posts on these topics starting next month... if all goes according to plan I should finally be free of my home (a heavy financial burden) and starting a fire under these projects at last!