Given you're an odd dev who's actively taking feedback here;
First, amazing so far, I haven't had a game (of any kind) get this much focus out of me in a long time.
BUT; My two general issues; first, a passive action for hands feels like a big gap, right now they are either encouraging (stroking) or fighting (Punching). I figure you coded this way to ensure there is some change in NPC attiude every round to get it to a particular place. A (fairly) easy fix is shifting NPC's to an If / Than, with the If being player took no action, then they adjust their attitude by a particular nature (growing angry, contiuning raping, etc), basically lightly hidden math to ensure the same outcome as forcing the player to make a non-passive choice, while allowing the NPC to have agency outside of player response. A harder fix is to have each NPC have a particular attitude set from the start that pushes them towards one direction (lust, anger, etc), giving them a particular objective that triggers every X rounds. So an NPC whose goal is rape after round 5 adds remove clothing as a focus, after 10 penetration, etc. This obviously requirs you to more carefully think about each NPC / Encounter and is less of a 4 hour fix, likely a 25+ hour fix, but leaves the game more interesting than before.
The second is the price escalation on your blackmail. While it is 100% great that it grows, the spike, particularly between week one and two, is HUGE. I'd suggest reducing the growth by about 25 to 50%.