Well, I guess I cancel my plans to get this games (like, forever) 'cause I really don't believe you need so much time for such a simple game, good luck not losing half of the sales :/
I'm curious as to what you think an appropriate period of time would be? If the game includes 3x the content of Torchlight 1 ( At least - we run through about the same number of assets about 2/3rds of the way through the first act ), character customization, 4 new classes, many more items, many more monsters, many more skills, multiplayer, and new features like time of day, outdoor regions, as well as cinematics, and an orchestral score - how much longer should it, theoretically, take over the development of the first game? Factor in the fact that we'll be the first to admit that the first wasn't as well balanced and 'complete' as it should have been - and considering our team size is not significantly larger.
Scheduling is really, really hard - especially when you're effectively predicting a timeline to solve problems you don't know the solutions to yet. I have honest interest in how much time you think is required, and why. The previous game took 11 months to create, and we nearly killed ourselves doing it. Given the scope change from the first to the second, what would you consider a reasonable schedule? ( Ideally one in which you can sleep, have a vacation every once in a while, and spend time doing enjoyable stuff with your family )
I'll be straight with you. I care WAY more about the quality of the game, and what people think of it, than about how many copies it sells. I have never been motivated by money, and am never likely to be. My standards for success are to make something we are proud of, and to sell sufficient copies to survive and do something else that we want to do and that people hopefully want to play. That's pretty much it.