It takes about 9 weeks for PvE progression to be played through entirely.
By this point, dedicated miners have so much strength (1.5k+) that they don't need to get any more strength, and industry progression becomes bulk bone production (finding high level animal nodes and farming them with spawner bots), and bulk iron for spiraling. Both need to be in such ridiculous qualities that unless you're fully botting and/or fully unemployed, you may as well stop progressing.
The majority of early game content becomes completely obsolete, and non-industry endgame content starts to rely on automated/botted production (massive farming/milk/cheese operations where a few botters feed an entire faction and an army of animals), and there's a real breakdown in the game's rapid shift to a few basic tasks done to near infinity, which simply isn't fun.
Frankly, this is how virtually all survival crafting games tend to end in the endgame, and it's not an indictment of Haven and Hearth or Jorb/Loftar. Although it may be conceptually possible to create an endgame where there is more staying power in the endgame, the amount of development resources and experimentation necessary to accomplish that end is far too great for our devs who are part-timing this (without blame on them, they've done so much for 2 people.)
Haven should really consider embracing 3 month wipe cycles, but also reduce the necessary time commitment, such as by cutting all credo quest progression cost in half, making progression easier but increasing hunger time gating to allow faster progression with less consumption but stop that from creating ultra-beefy characters too quickly, and make some other adjustments to account for the reduced life cycle (kingdom timers should be quicker or expansion should be unrestricted etc).
Then, if this is successful, the game should be launched on Steam to both increase the player population and to make Jorb and Loftar good money.