The game is interesting, but I can't help but see some very common pitfalls in these kinds of games:
- Training of primary stats is tied to the MC's own training. For example, I'm spending literally every morning in-game doing Stamina training with Lovisa twice to increase her stamina and, more importantly to me, her Toughness value since I decided I want to make her a combatant. How useful this ends up being is irrelevant - if I can send my slaves to academy, I see no reason why I can't send them to do some jogging / weight lifting / etc. Edit: FWIW, there is "Gymnastics and Performance" option under academy that does randomly raise str/dex and bunch of skills. Don't think it increases the HP trait though.
- Myriad things only the MC can do, for no reason. I have the scavenger kids and Ansel assigned to scavenging most of the time, but I need to spend literal days on scrap merchandise and convert scrap metal to fuel my crafting. None of the "Manage Resources" stuff requires any skill to do, so there really should be way to assign someone in my household to doing this.
- Slow progress of time (i.e. 365 days an year) combined with no way to set up routines. So for example my character is a professor in the university. Every month for 15 days I essentially do the exact same steps every day: train stamina twice, go to university, return home. I've seen some games that, after reaching certain point, allow you to do (often sub-optimal) "quick forward" stuff like "go to work, return home" so you can just click one button to skip the stuff you'll do every day and get to the part where you progress the game.
- This one I might just be wildly wrong about, but I've seen the same trend in almost every slavery game: being nice to your slaves is ultimately the best option. You can temporarily be brutal and nasty to progress to the sex content faster initially, but then you have to spend weeks repeating the same options to be nice to them to unlock their non-sexual content and to lower the escape risk. Now I usually prefer being nice to the slaves anyway (at least unique ones that have some non-generic content), but it always felt really delusional that just being relatively nice to slaves turns them into cultist that worship the earth the MC walks on.
- Crafting is painfully slow to level up, especially considering the earlier part about needing to personally do the "Manage Resources"-stuff for the said crafting. It also suffers from the all too common "craft cheapest item available to skill up" syndrome. Because of increased costs and the chance for level up only on finished craft, I apparently will be making hundreds of combat knifes to become a master crafter. Doesn't help that either I'm super unlucky or some of the crafts currently give no skill - I made 25 pistols for a quest and didn't get a single skill up on either artisan or blacksmith.