Thanks for the kind words, everyone
And I dunno if our development/release methodologies would look all that impressive to outside observers... it's just kind of a matter of:
1) We're a small enough team (only 2 of us are in the code) that we don't need a lot of structure.
- Seriously, I'd be embarassed if you saw my personal way of doing things; there's discipline (particularly in key coding areas like avoiding desyncs in AIW and maintaining mp-safety in AVWW), but overall it's "whatever seems good at the time"
2) Chris did a great job setting up a rapid way of getting a release from the svn to showing up in-game as an available update.
Edit, forgot to add:
3) C# is an incredibly awesome language. It's fun, it's fast to write in (in my opinion, I'm sure there are scripting languages out there that are even faster), it's great at catching errors in an early and fast-to-fix fashion, and the fundamentals of how it's set up avoids huge categories of errors (memory management, type-mismatch, etc) that normally plague and bog down game development.
But if it looks like we're great at (methodology X), then hey, sometimes illusions aren't so bad