Welcome to the thread, osanaiko! I've also seen your comment on the second one, and I do see your point that having two threads might not be appropriate, I won't be updating the other one.
Wow, I can feel your enthusiasm coming right through the screen... multiple big update messages per day! Must be a record, lol.
For my real-life job, I spend most of the time writing game docs and tech specs, and this is just something I enjoy doing; helps me organize my thoughts and brings in feedback from people like you that can familiarize themselves to the extent they are willing to read the text.
I always like to encourage new developers, so welcome to the wonderful world of NSFW indie games. I'll be honest and say that I didn't read all of the wall of text that this thread has become, but a couple of things I wanted to give you some feedback about.
I would be surprised if anyone does, a lot of it is for me since this is how I structure my work. I've been playing NSFW games probably for a decade, and hopefully can make a good entry, there is definitely an existing gap of high-fidelity (hopefully) NSFW games. Not that there aren't any, just that there aren't enough imo.
I don't disagree completely with the advice you got from JohnF95 about the extreme violence kinks that you've decided to remove - it's certainly not my cup of tea - but the most common advice I've seen in response to the (surprisingly regular) posts asking about "what game themes / kinks should I include in my game" is this: build a game that caters to *your* interests, not one that focuses on what you think is going to be "successful".
When developing games, I typically consider reverse engineering two things as primary:
1) Interests of the target audience, which in the case of Adult Games seem to be Redditors/F95 members and Steam-only adult audiences. I am still learning Persona and behaviors here.
2) Steam content policies to ensure there are no issues with making the game accessible.
After reading John's advice, I definitely felt comfortable removing extreme violence, and replaced it with something a bit more interesting.
This advice aims to help devs get over the biggest stumbling point that most face, which is losing interest/motivation part way through a project, usually after they realise just how much work it is going to be. The idea is that if a dev is building content that they personally find exciting then they are more likely to continue, in comparison to the downer of forcing themsleves to build out a game focusing on stuff that doesn't turn them on.
True, it's important to have an incentive to succeed, which for me, is escaping the grind.
I know there aren't a lot of sex scenes yet, because I mostly left them to the end because it fit dev cycle better this way, they will be coming, and I've been learning to make good animations.
In your case, it seems that perhaps it doesn't matter so much given how productive and enthusiastic you are. And your background in SFW game development (or perhaps marketing?) probably has left you with no illusions into the long hard slog needed to complete and ship something.
Oh yeah, I definitely have no illusions about how long it takes, but things get easier once you have a good codebase. Adult games have easier pipeline, but you can't just sit down in a two-day sprints (how I like working) to finish big chunks of work due to render times.
Also one thing I noticed from your first post is this line: "cutting-edge 3D modeling and AI technologies." It sounds great but anyone who is a F95 regular will recognise the screen shots as fairly standard daz renders with perhaps a denoise filter, just like 100s of other games on here. I'm not saying this to discourage you, but I think tuning your message to your audience is a good idea.
I will be 100% real, I am so used to writing promotional materials and publisher/government documents that these sorts of phrasings become automatic with me. I am using a set of AI tools for image post-processing, but I do see your point, I have difficulties turning down my marketing speak, habits die hard. I will do another pass on the text.
I wish you good luck, and I'm looking forward to playing your demo when it comes out.
Thanks! It's lots of fun, and I am definitely learning a lot of skills I didn't have before.