Piss off. I'm not just a gamer, I fucking went to college for Game Design & Animation (Art Institute of Pittsburgh). I subsequently have a much more refined 'gamer' pallet. Stuff that doesn't bother other people, bothers me a lot. In the same way that a film major is going to notice poor editing and pacing in a movie, or a medical student will notice bad practices in a medical procedural TV show.
If this shit doesn't bother you? Great. Have fun. But the game has fundamental issues, and I gave it a long and solid try, hoping that it would eventually get better at some point. It did not. The more I played it, the more the problems compounded. Even when freed of the rat-race for money, the experience didn't improve. That speaks to a fundamental problem with the core gameplay loop. The progression that is there is grindy and almost meaningless (e.g. in combat, stats matter far less than gear), the interaction with your slaves is rather shallow and uniform (e.g. once they reach the same range of stats, they all have the same reactions).
That's not including problems with the UI, like how some pages within the slave menu let you swap between slaves without having to back out to the main menu, but others do not and force you to swap back and forth to check each slave individually (e.g. the prostitution and house rules submenus) because the dev decided to waste half the UI real-estate with a still image that you won't care about after you've seen it twice. Or how the house rules lacks options to set a slave's preferred clothing to some of the available options, like any of the swimwear or the New Eden gown. Or how making one of your slaves your wife completely eliminates any bondage options with them. Why? What did that accomplish? Even if you have later plans for a slightly different version of the bandage stuff unique to the wife, why completely remove the standard options you'd been using to train them up to that point?
Or how the house menu options are split into 3 confusing categories (why is Training under Actions & Events and not Manage, are you not managing yourself at that point?) that each lead to a 6 icon submenu that none of which actually have an entire 6 icons worth of options. Just eliminate all of the submenus, put the Spend Time / End Day options at the top, and now use the entire bottom to display a row or two of those icons. If you want them displayed with a lot of excess space, make it a single row with arrows on either side to rotate out to a second or third row of icons (much like how the Manage Household submenu works, and it already has the arrow UI elements you need). That way you're not getting confused with where each icon you want is hidden, you can just see them all right there.
The only trick to the combat is having good gear and decent aim, all of which are money sinks rather than XP or skill progression. You don't even need to bother training your Ranged Combat skill (which determines your accuracy, not your Dexterity, despite how they're often tied together in character creation) when you can just purchase that ocular combat implant that makes it nigh impossible to miss. Your only meaningful character stat for combat is accuracy, and that can be bypassed with money.
Here's a question: how much health does the player have? No fucking idea! It's not in the Wiki, nor is it displayed on the character stats screen in game. Nothing in any of the attributes on the Wiki says anything about effecting health, and Stamina is it's own dedicated stat rather than a derived one (from say a Constitution score). How do you increase it? More costly implants! Money might as well be a core character attribute, cause it means more than your actual stats; you might as well be a walking bank account with a gun.
So yeah, I started out initially with a big mean bruiser of a melee build, trying to play into being a raging barbarian. It wasn't great. Later I started over with a high Intelligence scientist build that used guns, and with zero options in character creation put into combat utility, and it utterly mopped the floor in combat compared to the earlier melee build. Even with the money sink that is ammo, ranged combat does more damage faster, which keeps you safer and spending less on healing and armor repair.
Again, the game isn't bad. It's writing is serviceable, but doesn't rise above that. It gets the job done with a minimal of grammatical errors, but you're not going to find yourself playing this game for the strength of the prose. The renders look okay, but they're small, grainy, and frequently missing. They also include a generic bald guy (despite all three of the player avatar images having hair) who I know I've seen in dozens of other 3D CG games (the one that comes immediately to mind is the antagonist of The Point of No Return). You're going to see the same content dozens and dozens of times, because making any progress requires inordinate grinding of the same actions over and over and over again. What might have been engaging or hot at first, absolutely loses all of its luster when you're seeing or reading it for the hundredth or two hundredth or three hundredth time.
Which would bother me less, if it was actually any fun. But it's not. It scratched that itch to see numbers go up, that most basic of Pavlovian gamer responses. But once you get beyond that? It's just not an engaging experience. It's a money and time management game with the occasional repetitive sex scene, which makes you feel like you're trapped in a soulless 9-to-5 office cubicle job rather than being a globe trotting noble slavemaster bounty hunter badass. There is no power fantasy here. The only power is the size of your bank account, and you will need to grind incessantly to increase it; again making the game feel more akin to the office cubicle rat-race than a epic RPG adventure.