One thing I've seen work is staggered development. I've had to resort to that on a project I did (white label). Basically, we had two teams, each of which were on 2 weeks sprints, meaning we ended up delivering the equivalent of 2 weeks worth every week. A lot of this hinged on getting the build approved through very efficient QA testing (which we had to supplement with 3rd party QA-ing in a different timezone).
The end-result was astonishing, but I don't know how long this strategy can be employed before the build eventually breaks, and you miss a deadline.
Staggered development only works for as long as your player base knows it can trust you to deliver on time. The minute you break that bond, (most/all) added gains are lost.
I have also added Orymus3's quote on the word "patch" since I found that one highly interesting.
Orymus3: if you have made a game or want your real name or company mentioned in the post, then let me know and I will edit it.
I'm good with anonymity, although that's a moot point since my username has been tied with at least 2 articles on game dev (which means my "real identity" is fairly easy to uncover). Given that the bulk of my experience comes from the industry, and not from being an indie (I have yet to score in that regard), putting my name up there would hardly give the thought more credibility ;)
If you can, you should really inquire to Keen Software House regarding the success they've had patching Space Engineers weekly!
EDIT: Eh... I replied with my google account anyway, so my name is written in bold in the comments section. Ah well... :P