Great setting, great ideas. Nice implementation that could use some reworking. Not so great personnel management. Also base management could be more in depth. resources (gathering, buying, selling, producing) can be unbalanced at times.
But overall a really nice concept and time well spent.
tl/dr
So...
Nice game overall. Some mechanics I would tweak a bit.
The greenhouse produces too little food and takes too many people. I would increase the amount of food per worker, limit the number of person per greenhouse and allow for multiple greenhouses. I have about 1/4 of my people doing farm work and can't produce enough, even with some other hunting and the shop.
Speaking of the shop, I have it set to a minimum of 50 food. The shop buys sometimes 2 or 3 food per day while way below the mark. However, it would depend on "when" the game reads the number of food. If the game reads it before the day ends, it's one thing. If it reads after the day ends and after the food is produced and before the food is consumed, could actually be it (I'm just half thinking out loud).
One tiny detail, I would move the very last end of day "tab" (the one with the daily totals) to the top of the page. Most days I don't look at the page but do scroll to the end for a quick look.
Wood and hunting are so, so unbalanced. MC is this mighty person that can gather 60 or even 90 wood a day (30 per "session"). A regular person can gather 6 at the most (at least that is the best I got and with woodcraft). Hunting is completely useless. I have 4 hunters with bows and most days they have nothing at all. They eat way more than they "produce", and I think that for food jobs, that is the key. On average hunters and farmers should produce about 5 food per day (considering a 1 food consumption per day). I have about 1/4 of my people on food production and that is not enough.
OTOH, scavenging is easy to pile up with people. Selling stuff isn't really worth is in the game but resources are expensive if you need to buy them. I built the entire wood wall with almost only gathered wood and rope. Actually haven't bought anything in a while
No animal pens for meat and a butcher?
Car parts are incredibly hard to find to fix the car for the first time. I had to cheat my way to get the car fixed as I had only come across 3. And after the car was fixed, I also had some trouble while exploring and needed more. We come across busted up cars all the time. They can have gas masks, bullets, batteries but no "car parts". A bit weird that one person knows where to find the one and only car that will work when we have already come across a multitude of them. And that car is all messed up too.
Milk farm... I don't get it. Doesn't quite go with the flavour of the game but I guess it's important enough that it's in the game. I know some people like it but.... Also, milk is more valuable than cheese in the game and the girls produce less food than they consume so I don't see the point of it all (I know, we can sell milk to the fight ring, but still...).
The game should have some sort of automatic relationship bonus, even for slaves. I'm actually not sure that "relationship" is the best "word" for it, I would lean more towards affinity, respect or something like that. Doesn't bother me much though. But a slave that is well fed, has a clean bed to sleep in and treated decently would prefer to stay even if they were not slaves. The world is pretty bleak outside. I also miss escape attempts.
I would appreciate some upgrades to the slave pens to make then half decent rooms to make them happier. But slaves are always way too happy. It's easier to keep them happy than it is to keep free people happy... weird.
In the game, solar panels produce electricity at night (but less than during the day)
Hospital is cool but I have 2 doctors and the visuals are kind of messed. Not a huge deal.
Overall the shop needs a revamp. I have ridiculous amounts of necklaces and other items that the store will only sell once in a blue moon.
Would like to have options for the slave/resident training. While not have a good slave handler instead of a sadistic one? They could learn skills too (or maybe multiple teachers). Some of the skills they can learn by doing but others they don't seam to pick up at all. And other jobs like hunting, doctor, mechanic, teacher can't even be taught.
Can we get a dining/living hall where people can hang out? Must we always have a party by the fireplace?
Well... as you can see, I actually complain mostly about the "base". The "world", I actually think it needs less work than the "base". I really like the setting of it all. Could use more locations but I guess the dev can only do so much.
Sanctuary needs to be really good and expansive in the future. So much talk about it just makes me want it to be really good or bad

My post apocalyptic mind wants it to be a really evil place.
Eve's village is kind of meh. Not much going on. Just a placeholder for the Roger and Even quests. But not too terrible.
The city is nice. Yes, it could use more places, more shops, a restaurant to take the wife. I don't like that "browsing" slaves takes up so much time, but that is just nitpicking on my part. I would like an option to browse male or female only. Maybe even an "order" system. Let's say we ask for a specific slave (gender, ethnicity, breasts, hair, skill, age, traits....). Would cost more, but would guarantee a specific slave. Or pay (50, 100 creds) to get a list of slaves with a specific skill or trait. Something along those lines.
Where do you buy guns? In a post apocalyptic world, nobody sells guns? Odd....
The fighting ring thing is a bit boring. Way too many fights to move up the ranks, the prize money is too little and the "fighters" we can win don't even have the fighter skill.
Some places found while exploring should have a place mark to revisit. Out the top of my head is the bar or the former mall.
I could go on (I just might). Mostly it's just my insight, so view it as suggestions.