I have quite some money in that last Myth KS, as the game is fun and I had already hitched a ride with a friend during the first KS after it closed, so I already have the entire first one too.
I've always understood their position pretty well, and because they're all enthousiastic and driven people, I've never felt the impatience, irritation or even downright nerd-rage and vitriol towards them that so many people have shown.
It was pretty clear from the first KS already that those guys were in way over their heads, especially considering the core group existed of only 3 people (plus a sculptor and a CS person). The tremendous success of the first KS took them completely by surprise and put them on a runaway train they could not get off of.
If there is anything irking me at all, it has nothing to do with the Myth property, but rather the Mercs:Recon one. That was their second KS, propelling their original Mercs skirmish game towards a boardgame setting, and at the same time, the 2nd edition of Mercs was released.
There was the huge delay in delivery as with the first one, and again, I could live with it. But what really put me off big time was the sub par quality of the casting of the game's miniatures (and boy there were a lot of minis in there).
That was clearly a quality issue; some of the minis didn't even have a recognisable face. So that, combined with the very convoluted game play, made me wish I had gone with the Nakamura Tower KS instead...

But I still understood their predicament. they were responsible for the poor quality of their product, yes, but knowing the position they were in, I found no reason to be enraged with them. It did give me the incentive to sell off the Mercs:Recon game though; in the end it was not what I expected or wanted, but that is not all Megacon's fault.
Before that though, I had already pledged heavily (the most I've ever put into a KS) for the Myth Journeyman KS. After a while, some of the components were delivered, but then the radio silence began.
Not that I minded that, really. Because the second thing I find that Megacon Games could have really improved on is their communication (and not even their lack of!). The clunky and often inept way their communication took place often made me think that they should better have not sent out any emails at all...
And those bumbling emails were probably one of the major contributors to the rage fests on Board game Geek, the KS message board and other places. They consistently failed to understand the needs/wants of their customers. And that lead to a very negative atmosphere on boards, forums and other platforms, which was more often than not (IMHO) not deserved.
But that was the environment they created, which put even more pressure on an already overburdened small team. I cannot help but wonder that if their communication had been better, they could have retained (more of) their customers' goodwill. There will always be malcontents, but things would not have become so toxic that the Megacon team would have lost their spark to the degree that they did no longer have the energy to cope with the pressure of running an exploding business.
I've met Brian at Spiel Essen back before the original Myth was delivered; played a demo game with some friends and him and he was a really nice guy. Very clearly passionate about his/their creation and full of energy. I think it's sad that they had to throw in the towel.
The writing was on the wall years ago already, but there was always the hope that they would somehow be able to pull through. Now all we can hope is that their IP's are picked up by the right company, so they can still be expanded. And I hope for them that they will be able to keep working on their games as the designers they are, as opposed to publishers, marketeers, buyers, planners, distributors and customer service people...