Game is fine, I wish it was being done faster but in terms of quality my main nitpick is that it feels it lacks cohesion, probably because it did have direction changes since devs changed after the initial releases but before the Rye update.
I still stand by my opinion every normal ending should have been about the MC getting bound, and managing to finish a route without getting bound should give some kind of bonus, but not be an ending. That's what the Suni route does, Vicky doesn't give any rewards but you CAN finish her route without getting an ending (say you don't want to be bound by her and have the stats to escape her drunk rape attempt) I feel there could have been something among the lines of she feeling guilty about it and reducing the risk of the MC getting fucked during jobs by watching over him a bit, or maybe a safe job on her bar since you can give her the 10k even if you end up finishing the route by breaking up.
Rye's route kinda ruined that design-wise, not only you are forced to get an ending if you advance past a certain point (when Rye asks you to come with her to visit her mother, if you say "yes" you start the endgame section of her route, if you say "no" you get a bad ending after a week), but Rye's route also allows for an unbound ending, which to me goes super against the original themes of the game (heck take a look at title of the game too). The point with Suni and Vicky was that, you could do everything else right, but if the MC was not okay with getting bound he could not end the game, he'd still be a free man and had to continue playing the game to get by.
If there were to be an unbound ending, I think it should have been a challenging secret ending, something among the lines of having to go through every route without getting an ending due to always refusing to get bound, or something like that.
That was my big nitpick, now here is an unpopular opinion: I am not looking forward to more complex corruption mechanics. This game always gave me a huge "Simgirls" vibe, which was to be fast paced with occasional minigames, but overall charming in its simplicity. That's what comes to mind to me when I think of a "dating sim" game that doesn't feel like too much of a chore.
Now I don't mind more complex mechanics, and those can be fun if properly polished and adjusted to fit the game...but we are talking about the devs that still haven't fixed the goddamn random function that chooses your payment after doing a job, and it is a pretty comically simple bug, they are creating the "job" object when initializing the game, and then they keep it and use that job object for all the calculations and screen effects that are done when the players does a job, just calling it with different parameters (what type of job you are doing, what level of job you are doing). The issue is that they only randomize the payment variables when creating the job object and then they store it (small payment, medium payment, and large payment), so instead of randomizing the payment value everytime you do a job, the game now only randomly chooses one when you start a new game. This kind of sloppyness and the infrequent updates just makes me think trying to add complex mechanics will not work well for this game.