Endgame content is stale and repetetive, and most people quit after getting their initial base set up. As playercount drops off you don't see people outside while boating, and that removes a lot of the fun. It's a problem that plays into itself. One group of players quit, then another drops off because their area isn't as active, then more quit because they see no one is playing. Eventually the world feels barren and you're genuinely surprised to see another player.
Meteors and lvl 9 mineholes are insanely unbalanced and only small groups of people get access to the top levels of content, which isn't fun for everyone else. Kingdoms are another example of content that only a handful of people ever get to experience, yet it gets updates somewhat regularly based on one or two player's feedback.
Small/boring updates that no one asked for, or getting no updates for a month+ starts to wear on people. Also weird tone-deaf responses from the devs where they don't understand why the user would want a scalable/movable minimap or gridlines is discouraging to say the least. They've recently added these features to the default client, which is great, but it took like 10 years?
Jorbtar seems to be losing interest in their game/community, and it's sad to see.
And to boil it down further from one group of players quitting leading to other players quitting, on the village level after a few months of people investing into their role via stats and CREDOS certain members become very very hard to replace without delegating the task onto others or yourself. So as time goes on, someone is going to quit, their job is vital and they have months of stats/credos for the job and are simply too hard to replace, so you take on their job, then you quit because you're overworked. The domino effect almost always starts with the farmer. Our farmer quit and our entire village quit within a week or two.