I don't think that's fair. CS is about to release 0.5 and we've consistently released an update ever 3-3.5 months since the Prologue launched. We deliberately chose a hard limit of 10 total updates so fans aren't being strung along for 10+ years to complete the story, and as such we are halfway there 1.5 years in.
As for the comparatively small number of love interests, keep in mind this was our first game. One of the things Kent and I agreed on out the gate is that DAZ games with a large cast of central love interests tend to become so complex that they end up abandoned as the pathing worklog for the developers becomes unscalable OR the girls usually become necessarily less well-developed and shallow. I'm not saying this is always the case, but baby-steps for a fledgling writer and artist seemed prudent, lest our effort end up on the ever-growing pile of abandoned titles.
Our art style tends to add one render per line of dialogue, and we shoot for a render quality baseline well above the norm. Every image is rendered originally at 4K to 98% convergence and downscaled. Even at 0.5, Chasing Sunsets is approaching the 7000 mark for these renders, and we barely feel like we have enough time to tell the story of the two girls who are central to the plot in the amount of time we have left. This means Kentyrr has averaged 12 unique renders every single day for the last year and a half, assuming zero days off.
As such, no...We do not regret not adding Tara as a central love interest, and we expect similar lobbies to emerge for Lisa and Amanda (aka Peanutbooter) in coming chapters. If this game is ultimately successful and we decide to do another, Tara, Lisa, and others are likely to have their day in the sun.