Having played both the RPGM and the Renpy version, here's what I think...
On the Engine Change
I've said that the RPGM version didn't maximize the use of that engine. This Renpy version is certainly more in line with the apparent vision of the developer. It looks gorgeous! I have nothing new to say about the high quality of the renders that I haven't already said. This protagonist is one of my favorites, looks wise. Here's a couple of concerns though...
First, the thing about Renpy is that, as a visual novel engine, the text is more dramatically exposed than in RPGM. That makes the awkward (and at times incomprehensible) English stand out even further. Cleaning it up is important if the dev wants to continue with Renpy. Maybe he can find someone to copy edit the work for free?
Second, while beautiful, the use of Renpy here is still somewhat inefficient. Most Renpy works go through the trivial aspects of the story by using a background and sliding reusable assets in and out to depict a dialogue exchange, saving big renders for the money scenes. This developer renders and puts up every individual scene (including a few that are just story bloat). This is sort of like how Ariane Barnes did "Date Ariane", but that game started out on HTML so I understand why. But in any case, I don't mind sacrificing efficiency for beauty (at least, not too much). However, if this continues to be the case, I hope the developer is open to that earlier suggestion to leave the game's files unpacked and unencrypted, so that updates can be patched in instead of having to download a massive file every time.
Let me just say a few things about RPGM, since it's been taking a beating here. Personally, I think this game's premise had more potential in RPGM than in Renpy. The strength of RPGM is that is creates a world to exist in. As a "wife gets corrupted" game, one can first establish the wife's routine in the world (home-school-home, for example), establish a few stats to raise (because... this is a game), and create various possibilities to raise stats and discover encounters. Maybe the player decides to break her routine of going back home and sexing up the hubby by staying late, and sees a pretty student all alone in a classroom. Or maybe the player decides to pop her into a new store and notices that the clerk is beautiful. (Sorry, I like them lesbian encounters...) All of these encounters can be optional and will require some exploration to find them. Think "The Humbling Experience", for example. But, it will require a developer willing to trust the player's grasp on the story he or she wants to experience, and let go of the rails. This developer's storytelling style (and not the type of game) is what makes Renpy the more compatible option, because this dev prefers to impose events and railroad a player through a story, with side branching to go through at the dev's discretion. Nothing wrong with that, and the story is still brimming with potential. I'd just like to give RPGM its due.
TL;DR: The switch to Renpy is good, but not without issue... and that it is the developer's storytelling style, and not the game type, that makes Renpy the more preferable option to RPGM.
PS
Might I suggest that the "Heart" button be more clearly seen? It's a bit difficult to find.
Also, does it strike anybody else as weird that a successful fashion designer capable of affording a large house and a 400 grand car still works like a Japanese salaryman? Most successful fashion designers I've seen are their own boss. This dude not only comes with an old man boss, but a "boss's daughter" to boot! Sounds more like a sales middle manager than a fashion designer...
Last one... can we get Julia as a romance option? Pretty please?