Before Airships: Conquer the Skies, I spent several years working on another project, Space Exploration: Serpens Sector. This was a game about exploration and crew management heavily inspired by the first Strange Adventures in Infinite Space. I put a lot of work into it, but the result wasn't really satisfying because I had neglected to create a good core game design. So I built up a complex UI and complex encounters too early, and each change became a lot of work. Eventually, I rebooted the development and started on a new, simpler prototype that concentrated on the core mechanics.
Then Airships came along, a "side project" that pretty much instantly got more traction and interest than SE:SS. Within a few months, it became my main project. I was tired of going around and around with SE:SS and wanted something else. SE:SS was never exactly cancelled, just put way on the back-burner. This was four years ago.
The other day I re-downloaded the source of the first SE:SS version and got it up and running, and I found myself pleasantly surprised. Yes, the core mechanics are probably ultimately not satisfying. Yes, it's overcomplicated in places. But it runs, it's perfectly pleasant to use, and there's quite a bit of nice content. The pre-rendered graphics look kind of dated, but in a way that can plausibly pass as charming rather than hideous.
So why not release it as is?