Yes, done. Not complete or perfect, just done.
I wanted to have some early version copies before my spring trip to see family in Milan and I wanted some copies to give to my players there. My plane is next wednesday so I wanted to send the copies before thursday start of business hours.

But the book was a mess. The holdings chapter needed a monster generator and treasure tables, no rules for teaching and for development of Secret Weapon Techniques, lots of spells still missing, sparse illustrations, not many notes on how to create a campaign and run a sandbox/pointcrawl/megadungeon.
But I had enough feedback and momentum, and I’ve been developing the system for the past year or so. Play a bit, ask for feedback, tweak the rules, play a it more, ask for feedback, tweak, lather, rinse, repeat. Repeat. Repeat a bit more. Do math to verify that, no, the system it’s not going to break in weird places. Play again, endure the spells when you can’t muster enough players, enjoy when you can, be thrilled when players rediscover the thrill of adventure gaming and are forced to make hard, interesting decisions. At some point stop working on it because, hey, if I deliver it people might not like it.
So a while ago I kind of froze. Post-postgrad school depression and dissertation burnout really knocked me out for a few months.
Then play it a bit more to realize that, despite still very rough on some edges, testers really like it. And that making expensive armours and firearms available makes financing critical from level 1.
So in the past few days I just went into “software project management” mode and cut features from the first release. No religion chapter, no example dungeon or setting, keep the magical items to the bare AFG essentials. Cut the unfinished spells and campaign development notes. Add the illos you have to get in, and don’t worry if they don’t look perfect. Stop freaking out about typos, bad grammar and remember that, while a couple of sections might not have been perfectly proofread, proofreaders have done a good jobs of being nitpickers.
Then discover that you’ve written a game stat-compatible with most OSR material without using any non-original game mechanic (except stuff written by Sham). That you’ve done away with experience points, spell memorization, the way combat works, clerics, the pain of single-classing and the meh of multiclassing. You’ve written 30 original spells, new magic item concepts, completely new combat rules and that, since the whole manual has been made through clean room development, it’s OGL-free. Because I want people to play the Original Fantasy Adventure Game and I don’t think that it needs to rely on specific rules, giant fire-breathing flying monsters or underground fortifications, much less on the good will of WotC.
This early morning at half past five I sent the final revised file to Lulu. Some parts are terrible, some are good, some need more work. But it’s done.
Done is the drug that makes you feel Great, Done is the ingredient to More.