Here's why and for how long.
Capital Command is still a work in progress. After last year's Next Fest, I've been able to use player feedback to make significant improvements, and it's not done yet.
Over the last few months, I've started an even bigger round of changes to the game's combat simulation gameplay. These design changes were based both on player feedback, and on my own experience playing and testing the game. They are mostly to do with the controls and UI, as well as making gameplay deeper and more satisfying for advanced players. I want a game that's as easy as possible to pick up and play, but that stays just as interesting after 100 hours, as it is when you're just starting. Sounds doable.
It's actually coming along nicely. Definitely not done yet, might still take a while, but I feel good about what I've changed. So why am I taking down the demo?
Mostly, because it's no longer a good indicator of what the actual game is like. Capital Command isn't a different game, but the experience of playing is, I hope, much improved. I don't want people to play the demo and come away thinking that it's a nice idea, but too difficult to actually play.
I do intend to make the demo available again, when I'm happy with the state of the combat simulation and UX. Not when I think it's perfect (it never is) but when I think it's fun to play and doesn't make the complicated task of flying a space battleship even harder than it has to be.
I'll provide more updates when I have more definite info. Until then, thank you very much for your continuing patience and interest in the game.
The dev