I have been asked to say a little about the current development of Kerkerkruip, so I will. Once it is released, the new version will be called Kerkerkruip 2, following the version numbering conventions that have been popularised by Chrome and Firefox: it's not a new game, it's just the next version of the current game.
What has changed? My two biggest priorities have been to (a) make the code more robust by rewriting specific interactions as general interactions, and (b) to make the existing content more interesting.
The former is mostly behind-the-scenes, though it allowed me to fix some bugs. For instance, I made a specific interaction between the "striking a blow" routine and the Power of the Bomb: if someone hit you for so much damage that you died, and you had the Power of the Bomb, you would explode. But because of this, the power did not get triggered if someone killed you in another way: the tentacle squeezing you to death, for instance. There is now a general "X killed Y" event that gets triggered by all the code in which someone kills someone else, and in turn triggers stuff like the Power of the Bomb. (I hope. There are probably a lot of bugs left.)
The latter should definitely be noticeable to players. Rather than just add a lot of new content, I wanted to deepen the existing content. The hiding system, for instance, has become much more powerful. You can now perform whatever action you want while you are hidden, but some of them (like concentrating or reading a scroll) greatly increase the probability of you being detected. There are environmental features, inventory items and special properties of the player that may help the player remain hidden. You can even try to become hidden in the presence of enemies, although this is not very likely to succeed.
Some other things that have received love are the smoke system (smoke now has more effects, more items interacting with it, and you may even find a portal to the dreaded elemental plane of smoke), the undead (there are more items and environmental features that interact with them, and a new way and interesting for the player to become undead), and the teleportation system (there are now more ways for the rest of the game to interact with it, as the new "teleportation beacon" will show you).
Of course, we will also have other new content. There already are some new items and scrolls to be found, and there are now scenery objects that are randomly distributed through the dungeon and that have effects on the game (thus spicing up the various locations a bit -- for instance, by making hiding easier in that location, or by boosting the undead). Some new monsters are also planned but not yet implemented.
Stay tuned for more news.