Thanks everyone for all the good questions, they helped me to write a post with more details about the game. It's quite lengthy, so I'll just post a link:
What is Høyfjell?
Carnifex, thank you very much! Compliment taken!
vurt, thank you very much! Well, as of right now, I'm not looking for more people to work on the game, but thank you for your interest!
purpleblob, thank you very much for the good questions!
So, about the Temple of the Monolith. Well, the short answer is that I was constantly revisiting the design of the Temple, until I realized that I just have to make it turn-based and open-world game. That instantly allowed me to throw out stuff that I didn't like, and add stuff that I like. I was struggling with the story for the Temple for 2,5 years. But after changing the design, I came up with the story in about a couple of months. And I like it much better. The project became quite different, so the name change was indeed required. But, in many respects, it's the same game, many characters and many locations are still there.
About the development stage. I'm writing a post about the game's development schedule, it will have more info. The short answer: I've finished the first major part of the development, I would call it "pre-production" (that probably means different things in different game communities). For me it means that I've left the iteration cycle, settled with the game's direction and started working on the content.
I'm getting ready to properly announce the game, so I can share more information.
About Steam. I want to release the game under Pay-What-You-Want, When-You-Want, If-You-Want model. Now, even though Steam doesn't have that, I still want to release the game on this store at some point, since it's a preferable way to play for many people. Unless there's some kind of terms of service issue or something like that, Steam is one of the target stores.
About the length of the game. Can't tell exactly right now, but here's my approach. Being an open world game, means that I can add or remove content relatively easily. I have a scope that I consider as a basis (core locations, core quests, core characters). When that is implemented - it depends. If the game feels empty, I will have to add more side content. If it feels like enough, I'll focus on polishing existing content.
I've mentioned some information about the length of the game in the link above, so I think it's worth to give a short excerpt:
The length of a playthrough is flexible.
I hope that Høyfjell is going to be a personal experience for everyone who plays it. If you don't have much time for games these days, you are free to focus exclusively on the story quests and finish a game in a couple of evenings. I don't think that an RPG has to have 80 hours of gameplay to be a good game. But hopefully, people who have the time for a side-content will appreciate it as well.
About inspirations. I would
love to talk about my favourite games. However, I think it would feel like I'm trying to promote my project using somebody's else work. So I try not to mention other games, even though I would
love to do that. But I think, looking at the screenshots and the game's design, my inspirations are quite evident.
Again, thanks everyone for all feedback and the questions, I do appreciate it.