Stubble, seriously - you're way too emotional about this.
As for Pixel Dungeon, while it is most likely the best mobile Roguelike when it comes to optimalisation for touchscreens (Dungeon of Slyn for example is much deeper in every aspect and better balanced, but it's just a pain in the ass to navigate around), it does have its shortcomings too.
First of all, it's way too drop-dependent and if you don't get a proper Armor and Weapon early on you're doomed to slowly bleed out of all healing potions and food (from resting), making further progress impossible.
Secondly, late gameplay often requires strategies which are so ridicoulusly far fetched and narrow, that you're going to have real trouble advancing if you didn't read the online walkthroughs.
Bear in mind that Dweller was first designed for phones with physical keypads and only ported to Android almost a decade later. It was, and still remains a landmark in mobile entertainment as the first and THE best J2ME Rougelike ever created.
If you want proof of the effort put into it's production, consider the fact that Bjorn has been first writing it in the times when devices were restrained to 64kB for OTA downloads, so he had to squeeze all the code and assets in that amount of memory.
It was a journey into the unknown as noone before has picked up the genre on J2ME. Today, games like Pixel Dungeon can get away with any kind of messy coding, readily available libraries and other tools which cut down the effort to a fraction, and there are virtually no limits when it comes to storage or computing power.
If your only purpose of being here is to bitch and moan, then do yourself a favour and act like the wiser ones do - stop posting untill there's an update and you have something relevant to say.