(FIRSTLY!!
This isn’t directed at you or anyone specifically, Klomvp, just something I’ve been wanting to post in here for a bit now…)
(From the kickstarter): “Our initial goal is just $7,000 dollars, which allow Sean to dedicate three months of effort to the project. Along with the “time”, there are a few other feature obligations that are going to come along with this. The bulk of these three months are going to spent developing the following features…”
That’s what the kickstarter was for, to hire a dev to dedicate three months of effort. Not to gold-star 100% complete all the listed features, but to work towards them. “The bulk of these three months are going to be spent DEVELOPING the following features…”, developing, not completing
The only stretch goal that was even achieved was for scenarios and its planned and will be along in its own good time…
Anyone familiar at all with coding or “indie game” development should know that things never go as swiftly as planned, and if they do then that swift pace is usually offset by bug-ridden conflicts that neutralize the haste in the end anyway 
In nine days Galen will have been working on things for four months, so he’s already passed the Kickstarter-required time (3 and a half months)… And I imagine four months from now he’ll still be around, contributing. Maybe I’m wrong there, but I somehow doubt it 
(from the Kickstarter): “Moving forward, other challenges include features taking longer than planned and us encountering various unexpected articles in design or implementation. If that happens, we’ll do our best to stretch out the money and insure the work gets done regardless…” That “we’ll do our best” means nobody gets to howl or complain if things don’t pan out the way you wanted (well, nobody should howl or complain AT ALL if you didn’t donate to the project anyway).
As far as Z-levels go there is a lot of work entailed there, that could (basically) never be achieved in three months by a team of three or four devs (ladders, better falling calculation, handling burning/collapsing buildings and their contents, enemy and vehicle behavior concerning flying, new map code for creating natural landmasses and biomes and building multi-floor structures, the way the player character sees these new terrains, leaping and climbing, new functionality to construction to allow upward/downward building, new maps/rooms for all buildings that need a 2nd floor, trees growing taller than one tile, and a hundred other things I can’t even think of plus the hundred million tiny bugs that are sure to emerge as progress is made)… Seems pretty foolish to think this could even happen in a short time period if z-levels covered half of those features I just listed (which, in time, they probably will)…
In short (after going long) the Kickstarter campaign stated very clearly that work will be done toward completion of the mentioned goals, and all of them have had some amount of work put towards them. Kickstarter fulfilled! The rest is just icing on the cake that no one should complain about unless their whining sounds very forward-focused and constructive (instead of repetitive and destructive). The Kickstarter in general caused Cataclysm to bloom in popularity and growth, and its still happening right now (ask GitHub!)… Just be happy that talented contributors/fans/players are dedicated to adding depth to our Cataclysmic lives!
PEACE! LOVE! PROGRESS! STUFF!!