I am working on finishing the holy grail of near-instant hassle-free updates. The engine is now fully modular and hot-reloadable within the same EXE without ever even closing the process. Updates to the host EXE will be rare. Regular updates will appear instantly as a top-right info icon, pushed immediately over Websocket just like new data frames, giving you the option to dismiss (auto apply at next EXE launch) or to apply the update live in realtime. It will should down and reload the engine, accomplishing the update within 1 or 2 seconds without the EXE ever closing.
Cold launch time is now massively optimized with parallel module downloads. It was under 300ms to engine init in some tests on residential internet.
I have also decided recently to commit to developing native Android build of Tactical Mesoanalyst, based on the Vulkan rendering engine already planned for the native Linux desktop version. I did not realize that Android device compatibility with modern high-performance Vulkan GPU API is now up to 85%. Given the extreme power optimization efforts and mobile/in-field/tactical use case which defines this product, and the intentions for a native Linux client anyways, it seems ridiculous not to go for the full 9 yards, Win32 x64 or ARM64 CPU, D3D12 or Vulkan for graphics, and native Linux Vulkan and native Android Vulkan.
Furthermore I don't envision selling this separately. You could use your same data license freely on any target, Windows desktop, Linux desktop, or Android mobile. If you buy, e.g., one $20/month/instance flagship CONUS data license, you should be able to bounce that seamlessly across your Android chasing tablet, home Linux desktop, or mobile Windows laptop, instantly, with the new VM-supporting floating licensing system. It enforces the concurrent usage limit without requiring you to re-enter keys. You paste your account ID once and then it remembers indefinitely. Instant cross-device usage.
With the settings/state/customization push/pull system shown above, you could configure your maps and styles and views on desktop, push, then instantly launch on Android, click pull, and everything is synched. This is a rapid workflow optimized for time sensitive mission-critical/storm-chasing contexts.
Win32 D3D12 remains the solely development target for the next few months, but I do hope to have the Vulkan rendering engine, the native POSIX compliant Linux port, and subsequently easy Android version, by end of year.
Target for next update is mid-late May.