We're all saying the same thing from different directions then, because that is definitely the main problem here with game construction. Kalyska becomes temporarily chaotic stupid to get all current/future porn content. It is poorly integrated. It is tonally inconsistent. It is out of character. To fix it requires more backtracking on the devs part, which means more time with no forward progression of narrative as they suss out how to actually integrate conventional gameplay with a pornplot. The tonal shift of "cut down all before you" to "yes guard I'll suck your cock instead of give you this arbitrary amount of gold uwu" kills game feel and reduces what was promising to just another "and then she was a slut now" game.
The opening presents a grounded worldspace. The starter town devolves into porngamism. They need to choose one, fix the other, take the lesson forward into the rest of the game design.
My vote is grounded: scrap the town sidequest atonality, make James the designated penis for the current rigs, and focus on forward porn progression through that first meaningful NPC relationship alongside combat based progression of the plot.
The answer there seems to be tendency points, but in practice...
...it's going to fall apart at scale.
The problem with centering content around "female_MC X Rando" with their outfit and tendency system is incipient bloat. Each tendency for 0 to max is going to need dialogue for every NPC.
Not a problem in the 10 minutes of gameplay just yet, when there isn't more game and current interactions are one time use, but in a proper sandbox design
every NPC interaction in game is going to need dialogue and quest responses for every stat state and that will be literally hundreds of lines they'll need to voice act.
This goes in two directions.
1. Game is unfinishable, development slows to a crawl as every addition requires massive background dialogue/VA work.
The alchemist quest has alt lines for outfit variables, so this is what they intend in scale. The tendency system when it plays into dialogue as kalyska starts hitting benchmarks is going to killshot the game. Even if it's only 0-25-50-75-100 across the ~6 variables that means every NPC exchange is going to need ~30 recorded alt lines every time it comes up to effect dialogue and gameplay. if it's every 10? 70. And that isn't even accounting for negative variables (double it) or variables effecting each other to accommodate for example "-20 compassion, +50 submission." 9^6 is... 21^6 is...
For every NPC, everywhere, in every location she can visit. It's going to become rapidly untenable as the plot and choices forward the game.
2. It's rendered meaningless because it isn't used.
And content is accessible for every stat alignment and can be backed out of as fear of patreons view of "nonconsentual" sanitizes the game.
And NPCs don't act or react to her action based characterization because if they could, see above.
And when it does trigger, it becomes an annoyance because it is so infrequent and can't be planned around. Lowering overall game feel and polish.
This is why I haven't changed my review or opinion yet. (Maybe in 3-4 months with the stated forward development actually happening, or ideally a change in direction.)
Dev says we're fully aware of the size of the game design they're pitching.
...Ok?
That doesn't change how impossible it is to execute.
Writing is on the wall here. Unless there is a change to game scope via reframing these systems or a scaling back of the world, they're going to run head first into the game simply being unfinishable or sadly unachieved.