Having gone through the last release, just throwing some thoughts on it.
I think it's important to have a means of keeping track of previous interactions with characters when it comes to dialogue. For instance, it's completely possible to already be at slave tier reputations in the first map before meeting anyone on the second map. So, it wouldn't make sense for the dialogue interactions to assume you have spoken to them before as a non-slave. Likewise, you shouldn't be able to do the bucket interaction without first talking to Ruby about it since she is the one who tells you about the bucket work in the first place.
Even though I agree with the idea of social status affecting dialogue and affecting relationships with characters, it's important for the game to be able to maintain dialogue exchanges that make sense. I would say it's also probably worth fleshing out said characters and relationships some. Maybe having events to give certain characters some more context to who they are. It would perhaps allow opportunities to go on small quests for them, in which how you interact with them or go about helping them or choosing not to help them might shape their opinions of you.
Speaking of which, I think it would make a lot of sense to have individual affection stats for each character eventually. Rather than social status being the only thing that affects dialogue, how much affection you earn with them would add a lot more investment into each character and give motivation to exploring the characters more which would enrich the world, the characters, and the protagonist more.
In-fact, the more I really sit down and think about it, I think there should be three relevant values that determine dialogue. Social Status, Affection (character on character basis), and a separate dedicated sub/dom status (reflecting on how the curse has changed you or has failed to do so). While all three of these stats wouldn't be needed for every character or interaction, I think some really would make sense to have all three guide dialogue.
Explaining this some more, Social Status is one contextual value of significance, this one doesn't really need to be expanded on. But, how submissive/dominant you have become through your choices should probably affect some dialogue responses or even inner monologues, regardless of your social status. Like, you start off as a peasant, but the protagonist may still be domineering. Even if she became a slave due to being pushed in a corner, she may still be in a domineering state of mind, and be as such in her general tone of dialogue and inner monologuing. Perhaps that could even affect options available to her in actions. On the opposite end, she could instead just as easily have been giving into the curse and having it change her, making her general dialogue/inner monologuing more subservient, praiseful, and even lustful towards the idea of happily submitting to others. Perhaps this could also unlock more indulgently submissive options.
In conjunction to this, as I said in the beginning, the game needs to be able to keep track of your interactions with each character when applicable. If it's the first time they meet you and you're a slave, then it should reflect that. As such, there should be different sets of dialogue they give for their first interaction with you based on your social status. Likewise, if you meet a character as one social status, but then meet them again as another, that should probably have an affect on dialogue too. At least, that makes sense to me.
As for affection, I think it makes sense that if you continually interact with characters, especially if you do special events with/for them, if that becomes a thing, that it would affect how fondly they think of you. If you were of a higher social status, but chose to be helpful and kind, it might make them more eager and willing and earnest in doing things for you. Likewise, if you are of a lower social status, but are obedient, eager, and accommodating, it would make sense that they'd be less abusive in their use of you, and instead more intimate and warm. I think the actions could for the most part stay the same, but the attitude surrounding the actions could change. E.g. Instead of looking down at you with disgust as you worship an example character's feet, quickly kicking you to the side, they may instead pet your head, be happy to see you, smile and lick their lips with glee as you lovingly obey them, want to stroke your face/hair with their foot/hand (depending on the position) affectionately, and even offer you a reward. Perhaps such a stat could be used in some sort of ownership system too, where you completely fall into submission and end up being owned to a character as their personal slave, in which you could have have a unique map for their home, where you do various acts for them. Perhaps being a maid (new outfit?), various forms of body worship, their concubine, perhaps performing with other slaves for them. Etc.
The alternative of all characters just being very mean to you no matter what you do continually as you serve them might get a bit stale and one dimensional. Alternatively, while it would be less engaging gameplay wise, you could instead have variety in the form of character personalities to try to mix it up some in the style of how others use you (in regard to how they treat you). Of course, the same is true on the dominant end, it would make sense if different characters had different attitudes if an affection stat of sorts wasn't going to play a part. I suppose though, you could do both, having an affection system and a bit of flavor from variety in character personality. Just, I think that side of the game would gain a lot from expanding on it. But, with that said, I don't think every character would need an affection stat, just ones where it would make sense for it.
Another more specific example would be Death herself. It would make sense if her dialogue changed based on your social status, but it would also make sense for the protagonist's dialogue/dialogue options to change based on how submissive or dominant they are in relationship to how much the curse has affected them. E.g. If you continually give into submission, and are subservient in your interactions with Death, I think it should shape your relationship with her. Becoming ecstatic to see her, crawl on all fours to her, earn some sort of stone that lets you visit her to do things for her. At a certain point, Death would probably declare the protagonist as completely having converted to a sub, and ask if she's upset about it (smugly), in which the protagonist could excitedly say, "not at all," that she's ecstatic, thankful, and happy to be her good girl loser, and that it helped her find her "true self." In which Death could make her move, patting her lap for you to come and rub your head as she takes off her heel for you to worship her foot lovingly as she continually pets you. Asking if you want to be her good girl pet for all eternity, in which the protagonist could eagerly accept, desperate to show eternal gratitude and love as an ultimate act of submission and heart clung surrender. Maybe that could lead to a special event where you go through scenes as described earlier where you do various subservient things for Death as her pet. Perhaps in a different outfit. Whether or not this would lead to an ending or not is up to you. I think you could just as easily get to a point where Death allows you to continue your journey, but you are forever flagged as her pet from unlocking that special scene, and would change your interactions with her from then on out to be under that flag, in which you could continually do things for her as you explore the rest of the game. I feel like that formula could fit pretty well in general. A game that has a system sort of like this that comes to mind is Tower of Trample. I think it works really well though.
I've mentioned outfits twice. Maybe as a reward for accomplishing scenes like that, you could unlock the outfits you use in scenes or such? Maybe they could even affect stats. Like maid outfit +5 submissive. -5 Rep. Likewise for the Death servant/pet costume. Maybe some could instead reward you with things to make the game easier, like a ring that gives you 10 energy per day or an enchanted bag that will give you food to eat from it once a day. Maybe an item to make you more submissive each day by a few points and the opposite for dominance. You get the idea. But yeah, things like that to add more gameplay elements, motivating rewards for doing events and interacting with and getting to know characters. Opportunities to provide world building/lore. There's a lot of benefits to be had from such systems. And, yeah, it would expand the development of the game, but I think that's a good thing.
Those are my main thoughts though atm. I hope they are helpful and elicit growth for the game. Oh and, I did notice a few typos here and there, but that is pretty typical for any game in alpha from my experience. I always assume at some point dialogue will be screened and fixed in those ways, but without it being a constant thing as to not bog down development.