Hello Wsye,
first of all, thanks for buying the game, and thanks for your suggestions
Of course we will pursue active development for the game, the next update will arrive today or at the latest tomorrow.
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Focusing on a specific setting could be beneficial for the game's image.
Yes, we already discussed this matter. But our goal was to offer the possibility to invent more advanced technologies step by step. Beginning the game in medieval times, but learning to craft better tools over time, inventing electricity etc., and end up in modern times. We especially want to focus on the modern time. Not futuristic at all, but modern stuff like computers, electricity, vehicles etc. Restraining the game to a pure medieval setting will discard all those features...
At the moment, you're able to craft several modern items like glowsticks, clocks, compasses etc, as well as typical medieval items like swords, battleaxes. This will change with the time, bringing a more clear structure in the availability of items (as mentioned: you can only craft modern items after inventing them).
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Splitting the biomes in map-types, and allowing only one of these types per map would increase immersion.
Thats a good point. Of course we also don't like phenomenons like ice wastelands next to a desert. We definitely want to avoid this. But I'm afraid that it might get boring if you only have one biome type per map?
Originally, we wanted to include several different biomes per maps, but making them quite large, and taking care that they have feasible transitions.
But I like the second part of your suggestion, offering the ability to travel between maps. We planned something similar for the future, offering the possibility to travel between different servers (multiplayer-only feature). Anyway, we will discuss that feature 
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High mountains and stretched plains are the key to geological realism and immersion.
Yes, I totally agree with that point. But this has some technical limitations: Since the world is procedurally generated, it's not so easy to include really "unique" landscape elements, than in a "man made" world. But we will do our best to make the landscape as varied as possible 
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The field of view in the game is a little too small in my opinion.
Really? Okay, we will take a look at it and try some different fov's.
Btw., you can also change the fov for your game: There is a "config.properties" file in your game's folder. You can open it with a texteditor, and look for a key called "graphic_fov". This value can be changed (default: 45).
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Anyway, I think you (or you guys ? I don't know how many of you are working on this) did a great job. The basic structure of the game is already there, which is satisfying to see in alpha releases.
I am eager to see where this game will head. I think it has a lot of potential.
Thanks for your compliment!
I'm glad that you like the game!
Btw., the programming team consists of two people (including myself) 