The devs having roadmap is the only soothing thing along with a somewhat working game at this point.
The test build is really alpha level build. I have a gripes with the way npc schedule system is implemented.
1. Why have them walk from place to place? You can't talk to them while they are walking & teleport would have been better if you don't allow dialogue.
2. Why do they shove you to get stuck? Best example is getting clothes out of closet while mom enters and gets you stuck between her, the closet & table/chair for multiple minutes of gameplay. We can't even phase through them while moving, why were they even added collision to begin with? Just because they doing a thing prevents character from doing something else.
I'll quote lord GabeN for what makes a game fun is "the degrees to which the game recognizes and responds to the player's choices and actions". Prohibiting that is not fun. I understand I can't realistically fix tv while dad is also trying to fix it, but "explain to me why that's interesting. Because in the real world I have to write up lists of stuff I have to go to the grocery store to buy, and I have never thought to myself that realism is fun. I go play games to have fun."
This is something the devs have mentioned they had trouble with as well and I suppose I can see the usefulness if you get to see a person go some-place at a time then you can track their schedule, but wait, that again can be solved by just having a marker to them or a map or a calendar on wall with schedule or anything else.
And from cheats menu, I can see how there's complexity. FX slider for literally every part of the body is a lot, but whatever works the best with their future vision and project manager says.
The quest for fixing TV that doesn't progress because I got the tube & had engineering from book i found and fixed it before talking to dad. Now he just asks "have you figured it out how to fix it" when i already have.