Played through to the current endpoint, and enjoyed much of the story so far, but my strongest issue is with the combat, and it's heavy reliance on RNG. I started on Normal, and was walled by the very first enemy in the game. On normal and tested on hard later, you cannot deal enough damage or charge the super gauge reliably to trade blows, and blocking does absolutely nothing except waste a turn, as you don't deal or mitigate later damage to gain an advantage in the fight. I later primarily tried to use the block to mitigate Belial's super, but, while the initial attack is stopped, the super inflicts another set of damage anyway that isn't blocked, rendering it a free turn for the enemy. Not blocking the super resulted in critical damage in addition to the normal attack damage and healed Belial to full, rendering the combat moot that round. I also found that I was missing 3-4x more than Belial on normal and that, even though I could deal the final blow, Belial still got a postmortem hit and usually K.O.'d me, frustrating that combat even more.
I switched over to easy mode from normal after 7-8 rounds, and found it flipped the dynamic completely - I missed exactly once and dealt significantly more damage than Belial, and she missed more often, finding that my super dealt most of her health and nearly fully charged in the two hits after. I later experimented with hard mode on the lesser demons, and found I could not build up the super gauge but the lesser demon were missing so often so as to allow me to defeat them anyway. The one time I tried to lose on hard mode, and lost I did, I was confused to find the game treated my loss as a win against the lesser demon.
I did not play the old build, so I cannot compare what had come before, but as it is now, after the initial fight with Belial, I dreaded going into the two after her, and only touched them to experiment as mentioned above. The story is cake, the cake is cake, and I look forward to more, but I'm not looking forward to more of the same system of combat unless there is more consistency to how reliable your options are. Blocking does so little for combat as a whole, I'd trade it for a healing mechanic, and allow the super gauge to build based on turn passing instead of on damage. The timing mechanic for the Super Gauge has seemingly no function other than allowing the player to waste their super meter and instead could also be used as an boost - closer to running out of time, the more powerful it is. I would also invite there to be a check after the player deals damage to see if the opponent was defeated instead of allowing for a potential postmortem hit that negates clutching victory from defeat.
Minor issues I ran into included the quest notepad disappearing from the UI during use (on both mobile and desktop) and I wasn't sure what Laura was wearing when cooking, as the narration still stated she was wearing jeans all throughout that scene but the graphics while in the apron were based on her loungewear and in the denouncement of the scene Laura had changed into them post-daydream. Non-issues to be sure.