Nah.
Inf was a spare time project. A mod. It was being made by people as a hobby and had to fit into real life which meant they either had to compromise or take forever. There were also certain limits as to what could and could not be done because of the engine they were using and to what extent they could change it.
This is more like... well I guess it's the videogame equivalent of independent cinema or music or something. It is being professionally made, just outside of the mainstream system. They are using the same state of the art engine as you'll see on plenty of AAA releases from the top publishers and have the same level of control over the engine.
Several/most of them are working on their current project full time even though they do have help from what I guess you'd call modders.
Crucially when they have a finished release they have an engine license from Epic to sell it which Sentry never did.
They do have the capability of self publishing too, via Steam (and whatever the other one is... Stardock?) and/or PlayStation Network. Once they've got one release out there the whole thing gets a lot easier for future releases too.
This is definitely a positive since the wrong publisher would almost certainly compromise the standards they are trying to meet ("It's good, but we need a desert eagle and why can't I hit them while I'm jumping?
"). These days internet delivery opens publishing up to smaller teams.
I also have to say they seem quite realistic about what they can and cannot do as a studio.
They do know how to get a product out of the door. GB isn't their first project either as developers or as a company. There's some old hands from RSE (Ghost Recon, Rainbow Six) in there.BFS have been bought in to do various work for other developers on other games before now so I'd say they probably have the design and project management side of things down which is where mod teams usually fail gruesomely.
Barring mishaps I'm definitely expecting to see something concrete before the year is out.