The premise is reimagining the setting of Dragonball around the question of what if the perverted characters of Toriyama weren't merely comic relief, but instead the main characters, and rather than the plot deflecting their sexual ambitions for gags, it indulged them?
UPDATE FOR v 1.8
This game is a study in opposites. On one hand, the positive: a fun lighthearted tone, obvious affection for the source material, and good art (when it's actually good, that is, which is not always).
On the other hand, the game is defined by jankiness, bugginess, and a design decisions that seem opposed to any sort of convenience. I think this is chalked up to the game being too ambitious and too unfocused. It seems to be pulling from multiple genres of games and not being able to fuse them together into anything coherent. There are elements of inventory management adventure games, open-world stat-based RPGs, dating-sim corruption visual novels (with repetitive grind), and card combat games.
Everything feels like it gestures towards a scatter-brained vision where the creator wants the game to be everything all at once, and it hurts the overall experience. Constant bugs, laggy scripting, and miscommunicated mechanics plague every moment of gameplay. Characters exist in multiple locations simultaneously because the author's programming knowledge of RPGMaker is unfortunately not up to the task of managing all these different instances. Entire questlines feel broken (the latest Yajibrobe cooking quest completely wonked out halfway through for me). I think this is because the game is too big and has too many triggers firing at weird times, creating unforeseen ripple effects. Do Action X3 in Questline B, and it breaks Questline G, so the game thinks Action Z12 has already been done. Or these actions keep triggering over and over, like the same journal entries "unlocking" every single time I progressed a quest.
That, and the game is really clunky and incovenient. Actions you will be taking constantly are made into pains in the ass. You have to travel between locales in the world all the time, and to do so you have to trudge back to the ship, talk to Bulma, and navigate a clunky menu. Switching between characters should be a single, omnipresent menu-option (going back to the ship to do so is awful, because you'll be swapping constantly). Different characters have abilities that are needed to progress quests, and sometimes you'll have to go back to the ship, swap the character, trudge back to the quest, do an action, then trudge all the way back to re-swap to your previous character. And throw on top of that individually-instanced items (meaning they only exist in one place in the world) means you have to juggle which character has these pieces of equipment, so sometimes you'll have to swap characters just to unequip an item to then swap back.
Obvious fixes would to be just to make travel a simple button press (Bulma just asks where you want to go with every option listed), swapping characters a simple button press anywhere, and quest-related items important items that are tied to their own button that all characters have access to all the time.
Despite all this, I like the game. It has charm, and it has vision. Its rough edges are something I'd love the dev to fix, because I believe they are making something fun. They need to refine what they have, make it more convenient, and iron out the bugs. I know we all love new content updates, but a few QOL improvements and patches would be much appreciated.
Update for 1.11:
I played this again, with the cheat engine mod. Getting to play the game this way really threw into stark relief just how spot on my previous observations are. Many porn games start out with a bundle of erotic/adult content as the carrot, and the gameplay as the stick. The key is finding the balance. This game, however, unfortunately takes the stick part to a whole 'nother level.
The unique thing about K: DBZE is not the grind you have to do to get to the content. That's actually on par or even a little below what you normally find in the dregs of smutgame crap. What stands out to me is how rickety and shallow everything feels. You are teased with a wide open world, a big map full of npcs walking around to interact, tons of content variety, but it's all so janky and buggy you feel like it's breaking in slow motion. That, or it feels like a 1990s personal website with "Under construction" on every page. 80-90% of the game feels like a placeholder, and the sheer tedium of navigating the world or finding the critical path through side quests is padding or gaffer tape meant to distract you. Using the cheat mod just for the character swap/teleportation and time skipping really makes this obvious, nevermind circumventing the time-sink gameplay chores (refreshing your MP to do abilities, reacquiring consumables, etc).
So, this game still needs tons of clean up, both in bugs and design philosophy. The dev needs to cut out everything that is a chore, which is a lot of their interlocking, fussy mechanics and minigames. This would reduce the complexity of things and reduce all the bugginess. Which in turn would free up more time to make the content of the game better and flesh out the world some, with less placeholders and half-finished ideas floating around.