Yeah, I'm the Lead Programmer on the project.
Heh, yeah I can see why you'd think that. I work full-time at a different studio creating games for a living, I have little time to write code for Apeiron, which is one of the reasons we don't show gameplay often. I have been prototyping our new swoop racing mechanics though, can be found here. The base movement mechanics are done as well as some other gameplay features. Lately, I've been working on recreating the UI and inventory system. Here is a snippet from the inventory design document to give you an idea as to what it'll look like.
Truth be told, I'd post a lot more gameplay related stuff; however a lot of the cool things about gameplay mechanics are hidden in the implementation and are often not cool to the average viewer. People prefer to see art assets than a editor extension I wrote to make renaming assets easier for designers lmao
I honestly don't even remember what is on the website.
The team size at the time of writing is 9 heads. As far as what kind of people are on the team: professionals. Taylor (the game director) is very strict about who he lets on the team, everyone working on Apeiron are either industry professionals or are extremely talented students that are looking to go into the game dev profession.
There is currently only two programmers on the team, and the second doesn't do much because he recently had a kid. I do as much as I can; however no one on the team works on Apeiron full-time. We all do this as a passion project in our free time.
With that said, that doesn't mean we treat this like a mod. We all take this very seriously as if it was our full-time job. The way this team is run isn't much different than my day job, we take it seriously, but at the same time everyone knows we're just doing it for fun.
Taylor often posts updates about the project on his Twitter, and I will post things on mine every now and then.