There is no timeline for us to be able to know when new features are to be expected, or even what you're working on. I know that you probably want to keep us surprised, but it's harmful to everyone when people are left to doubt ...
There's no timeline because I've got no idea when stuff will be done. Purely and simply, if you *need* a timeline to be happy, you will never be satisfied with this game, because I'm never going to have one.
On the other hand, I regularly try to keep everyone apprised of the things I'm working on. The first post of this very thread has a reasonably detailed list of my priorities and the changes coming down the pipeline. That will tell you a lot.
The new Level 5 quest was ... interesting. Honestly, I found it to be a bit tedious and it felt like filler, especially having to find all those swipe cards (which can be bought, therefore eliminating the need for even that). It wasn't complicated at all (as say, A Dank and Rusty Mystery), and there was never a clear indicator when to leave the area because a new location had become available. I think it's probably the least interesting quest thus far.
As quests go, I think level 5 works best of the existing quests in a lot of ways: clear progression, utilizing different mechanics, taking more play time. It may not be obvious now, but there's room for strategy when it's replayed later. Most of the other quests fall flat in a lot of those respects. There's no riddle, no, but riddles are easily spoiled and become trivial a second time through. So I try to have some of both. Different quests meet different needs.
Are you really going to make a quest for every single level? It doesn't seem very feasible. Despite that it's not particularly difficult to get from Level 1-5 in your first day, there's a quest for each level. Is the expectation that there will be at least fifty quests?
There will be a quest for every level between 1 and 11. Then I will implement a way to replay the quests while continuing to build your character's abilities in other ways. Then I will expand to higher level quests. Probably up to level 16. On top of that I'll have a few scaling zones and some other optional quests which work well at higher levels or over longer periods of time. My focus is on creating complete, replayable low-level content, and then also providing a variety of options which are available at any level.
I know you don't play KoL, but you might want to check it out. It's a fun game, and your experience there will help you see what I used as something of a starting point for this one. They're just about 5 years ahead of me in the development curve, so the experience is a lot more complete over there.
More things to do ... not enough items ...
Absolutely. I just need time. Most of which, unfortunately, seems to be taken up fixing the existing materials thus far. As that gets more solid, I'll be doing more.