So, a longer commentary:
There's the seed of a really good game here, but unfortunately it's being dragged under by a lot of the design choices.
The dev has noted that he wants players to "feel the tedium". This is not a laudable goal, but it is achieved. The problem is that tedium is the exact opposite of excitement/arousal.
I should note that I really like the concept, and some of the scenes that happen are hot--the problem is that they're spaced out between a lot of drudgery that kills any sort of momentum or build.
The basic premise: You are a new ship captain who, as is traditional, has started with an amount of debt that might be considered unwise. Thankfully, your respectable lending institution loan shark is pretty chill, and will allow you two missed payments before repo'ing your ship and causing a gameover. Fairly standard debt mechanics there.
So, your standard gameplay loop:
1. Wake up in your ship.
2. Go to the officer's quarters. *
3. Introduce yourself to any you haven't yet. This step has no actual purpose, and is really annoying.
4. Ask them if they have jobs for you. *
5. Decide if you want to do any of those jobs.
6. If you decided you want to do a job, go to the cargo hold to make sure your cargo gets loaded. *
7. Fly to the destination.
8. Check to make sure your cargo gets unloaded. *
9. Go to the living quarters afterwards to do something to regain morale. *
10. Sleep.
* points note areas where you may get harassed.
Now, the interface for this is clunky to the point where it seems to be intentionally so. In fact, the Dev suggests a couple of times that this is in fact intentional. If so, this is a very bad decision by the dev. A couple of the key interface pain points:
1. You have to click 'next' through dialog until the end, but then you have to click 'finish' to get through it. If it's going to make me take 50 clicks to get through each day cycle (and a game is like 300 days long), it could at least have me able to click through them without having to click multiple places.
2. A ton of unnecessary 'stops' and false choices. After you land with cargo, you can wander a bunch of places--but you can't do anything in any of them except get reminded to go unload the cargo. The game would be much improved by having just a "mission sequence" that takes you through loading, flying to the next destination, and unloading. The game is based around a bunch of virtual 'locations', but each of these locations is single-purpose and basically used for little parts of the gameplay loop. Streamlining here would be incredibly useful.
3. A ton of unnecessary clicking. To get your work for the day you have to cycle through each officer present at the base (four), and go through the 'ask for work' sequence. In part this is so they can harass you, but it introduces a huge volume of clicking through and menus. This could easily be reworked to have it bring up their work options when you highlight them (and trigger any harassment at the same time), but that's not how it works now.
The graphics are decent. They won't necessarily wow you, but they're enough to convey things, and they don't detract.
Another major gameplay element is having to accept obligations in order to move up and get better deals, access to better officers, and so forth. There is no way around doing this, because otherwise you will just straight up lose in the face of the debt obligations.
Music and sound effect options are on/off. No volume controls. This should be fixed too.
Progression of the obligations (which is the source of the increasing kink content in the game) is a slow burn--agonizingly slow. In fact, only a fraction of the apparently planned obligations are in the game right now, but you can quite easily finish the game before hitting all of them in _any_ station.
Balancing is basically a tension between two factors--you need to make money, and you need to not run out of morale and decide that you'd rather space yourself or live in the woods growing turnips than continue your adventures as a starship captain/sexual harassment victim. This is actually pretty well balanced, overall. As you start to make more money you face the countervailing issue of having to do more stuff that stresses you out, requiring you to take more days off.
All in all, it's a really good concept and the acorn of a really good game. What really holds it back is all the inertia that impedes the actual gameplay.
If the dev doesn't fix that, someone should absolutely poach this concept to make a better version.