To be able to do this fulltime is really a blessing (or a curse maybe, because it is extremely hard work). Was not easy getting there - I was turned down by every single investor I ever approached (many), and threw a hail marry pass on reddit of all places, met a gamer/dev there who gave me a small amount of seed funding to get started (the rest is based on savings/severance from my old job). Now investors are knocking on my door, rather than the other way around, which is cool (and I really do appreciate everyone who has approached me, I don't take it for granted).
Great question about hotloading - everything is data-driven, no realtime scripting yet, unless you count the GLSL as scripting, which can be hotloaded. And really, the GLSL is a huge part of the scripting process - it is simply awesome to use for scripting, especially so in the context of voxels. It has blazing fast compile time (I hit refresh, refresh over 40 shaders faster than I can notice a delay) - and shaders obviously compile to be very fast. I have intentionally avoided other scripting - for the same reason Unreal went to a pure C++ engine.
Unreal has the Blueprint scripting system though :). But I am not going to argue as I don't have enough of the relevant experience. Besides your About page has cleared my questions (AI plans are quite ambitious :)).
> VQUI can be hotloaded
What else can be hotloaded? Do you use entity-component-system type of architecture? Any scriptable parts?