Updated review (7/10): Version 0.1
Without getting too much into the story it starts off pretty interesting. I'm not usually a fan of this genre but I will try to be as objective as possible. SPOILERS AHEAD!
Story (8/10):
At first glance it looks like a psycho/mental themed story with elements of supernatural (or vice versa). We start of with a prologue/prequel story of the MC moving into a village close to a big town. The first choice - to remember said prologue - is very oddly placed. It's shows when talking to a man who will drive you back home. But the prologue actually starts when you get there. So for now at least that choice is pointless, confirmed by not being able to select the other option. Unfortunately this type of decision-making is common in the current version. But since this is the first release I'm willing to look over it. Once we start the actual prologue we quickly find out about the loss the family has suffered and their poor mental state because of it. This also explains the drug and alcohol abuse mentioned by some of the characters. Even the MC is on medication as we find out in one of the quests. In another quest her brother gives her some drugs and she has a lewd hallucination. I find it weird that tentacles is what she hallucinates but taking into account her mental state and the drugs possibly reacting with her medication I'd say it's plausible. There's not much more to be revealed in the story so far but I think it's a good start.
Gameplay (6/10):
Basic mechanics of a 3rd person game. Even though the key bindings are not complicated, the schema it's not as intuitive as it could be. You have a circular crosshair that fills with an icon indicating an action (white if possible, red if blocked somehow) so you would expect it to be trigger by left click. It's actually the E key. This could be improved by either making it LMB or removing the crosshair and making the action icon visible when close to an object you can interact with. The second might not be a good idea since I found a place where two interactable objects are above one another so the crosshair was useful there (boxes in MC's room and the candles above them). Checked the road map - it looks like improvements/expansions are planned for version 0.6. The camera angle and distance while walking are okay. I personally would make it a bit higher and further away. When sprinting however is a different story. The camera goes very low and the lens perspective changes making the camera more tunnel vision. Not ideal when running in the house. Some dialogue options and actions are based on character stats which is fine and understandable. However, in the very beginning of the game you have one such option that requires 40 points in a certain stat. You start of with 20 and is possible to get 5 more making that option impossible to select. Why was it made like that is beyond me. If it's possible to get more points in a future version maybe remove if for now and add it later. When you get to the house you can actually grind some of the stats and there are a few different outcomes based on these choices. But other than that the stats don't affect anything yet. According to the road map that should be in the next update. There is an exhibitionist system in place, or more precisely prepared, but so far the only thing that happens is if the MC talks to someone whiles nude she'll go back to her room. That should be implemented in version 0.7 completely according to the road map.
Quests (8/10):
Okay, right off the bat, the clothes quest - guys, learn how to read and use common sense. Everything you need to know about that quest is mentioned by the characters. If you skip dialogues that's your problem. But this only proves that handholding mechanics are needed by most people. I've already done a walkthrough of this quest in the thread. Most of my opinion on the quests is based on this one specifically. It uses logic that you would use IRL, little to no handholding. Another quest worth mentioning is the console one. That one I didn't like so much since different choices lead to different dialogue options but the end result is the same. Kind of like the ending of Mass Effect 3. Since we don't have a complete walkthrough with everything there is to do as of writing this it's possible I've missed an activity. But for the most part the devs have left us to explore in a mini sandbox demo. Don't leave the houses grounds
Sound and graphics (6/10):
There are quite a lot of visual glitches that need polishing but for now it's nothing game breaking (at least on my system) except for one crash that I might have triggered. I was clicking to skip the dialogue too fast in the beginning and some animation was not trigger which made the MC not leave the casket, and I was stuck there. Had to start a new game. One more such occurrence was when leaving the car before going to the house - the game crashed. When inside the car and when leaving it the camera angles are weird. In some cases I can barely see the MC or the man and in others I can't see them at all, only the hill in the background. The intro is quite long and there is a choice to stay awake or pass out - they both do the same thing and have no effect on the game. Not sure if I missed it but I don't remember anywhere in the intro to have seen the title of the game. The lighting I think is the main issue visually. The art style is not my cup of tea, so I can't really base the review on it. But the lighting is quite poor. In the cemetery there are places that are basically black. Guess the moon light is not enough. Somewhat realistic but this is a game after all, we need to see. Same thing when it gets dark outside the house. Someone in the thread mentioned this and I checked too. When talking to the brother outside and the MC is teleported in the house the outdoor lighting is transferred inside making the house super bright. The devs need to rework the light sources I guess. And make sure there are no plant from outside penetrating the walls of the house and being visible inside. I played the censored version and the censorship is a bit broken. The mosaic is visible through the clothes. As for the sound design - the only complaint I have is the environment sounds are much higher than the character voices. Well, the MC's voice since I didn't hear anyone else speak. Speaking of the MC's voice - the voice acting is not good... at all. In the title sequence she does not sound like someone who is confused or concerned of her situation one bit. The immersion breaking point was when she says "Never mind..." and continues talking calmly. And in the scene with the tentacles - you have a virgin girl that is raped in all holes by giant tentacles and her moans are so light you'd think she's just touching herself. Still, better to have it than not but there are many games that have hired a lot better voice actors. Maybe this one was cheaper.
Performance (6/10):
Based on RTX 2070 super, Ryzen 2 2600, 16GB RAM: average. Compared to AAA games that also use UE and those who don't for the amount of usable content this version has I'd say it's using way too much power. I know it's hard to optimize UE but it's kind of a bummer that a game so small (content wise) is so demanding. The fact that it's 5.6GB doesn't help either. Since you have the whole 3x3 km. map available in this early version I understand the size. So I would expect it to remain relatively the same for future versions as all the resources are probably here and unused. If I base this review on the previous game that they started I'd say it's bit better. And if I base it on other UE game here - it's about the same when it comes to performance with some and better than others. There are some Unity 3rd person games that are far worse than this. So basically, it's not the best but at least it's far from the worst.