Hey!Okay, here is something you hopefully consider constructive and useful: you have not properly integrated the narrative with the sandbox mode. You cannot have (almost) complete freedom alongside optional story chains that significantly change the status quo.
I complained about the inconsistencies in the writing about the family before, and it's the most obvious symptom of not reconciling the freedom to choose stories with stories that affect the narrative.
If you go through all of Ashley's content in S2, she reveals that one of the major reasons she ran off with the guy (who turned out to be a monster) is that Don was sexually harassing her. That is a Big Deal. This revelation significantly alters the family dynamic, but it's optional. If you don't go through all of her content, then as far as the player is concerned the only reason Ashley ran off is because she's dumb and got catfished.
Now this is pure conjecture, but it seems to me that since the interactions with the family as a whole is almost entirely done through the linear VN style introduction/ending segments, in order to accomodate those who may have ignored Ashley's content you basically pretend the relevation never happened. That works fine for the players who never got the relevation, but makes no sense for those who learned that Ashley is wary of Don because he has been sexually harassing her. (Also Sam's relationship with Don is fine, but when they meet up she says nothing about how he's been hospitalized with a heart attack? Like if my dad had a heart attack while I was at university, it would certainly be something I'd address when I went home for the summer.)
Another obvious example of this disconnect between the narrative and the sandbox mode are those parties, after visiting Dale. Like you cum in Molly on the weekend, but aren't anywhere near that intimate in the actual story with her. I appreciate being able to have sex with Molly because I like her, but it's very strange in terms of story.
Complete freedom requires you to check which optional content has been accessed, and have different scenes that account for those choices. That is difficult and a lot of extra work. Most sandboxes tend to make more useful of progression gates that require you to advance to certain stages in otherwise optional story chains, which ensures that every player knows important information about the story. That allows for consistency in the narrative, because you don't have to care about "oh but what if the player didn't do <optional content>?"
Thanks
We will check these things and try to fix it