I appreciate that, but it was becoming unenjoyable to work on (rendering the same scenes over and over again, but just swapping out each version of Alex was not very rewarding) and I wouldn't want to let down Patreon patrons who actually have a vested interest... I don't think this is an uncommon problem when you see how many games die half-way/towards the end of production when the scope is so big.
Not to get ranty, but I figure that a game doesn't need to be a long, drawn-out story with a billion different permutations and plotlines that the developer doesn't have an interest in completing (not calling anyone out specifically, but...) , and that's why my newest game is much more narrow in scope. I think I'll prefer to keep my games simpler from now to avoid this in the future.