What kind? My buddies got a GTX 1060 6gb and can render a scene with multiple people and reflective surfaces as well as objects in about 15 minutes.
This should probably move to a different topic if you want to continue, but my overall point is that Dev work on an adult VN 3D graphics game can be more involved than you seem to be making it sound. Also, there is no race going on: each Dev has their own workflow and pace.
Attached below are examples of 15 minute renders for two very different types of scenes at 1920x1080, each using a single GTX-970 GPU (which is similar to a GTX-1060 in terms of Iray rendering power.) Note that neither of them has converged enough for game publishing purposes - even the flatly lighted indoor one - and each will require a good deal more time to get there.
Both those things takes a small to fix. For clothing poke through there is a bunch of assets that fix that stuff in seconds. For animations, there is a bunch her to choose from. Load it up, skim through the animation points, and make small movements to make it more realistic.
For poke-through of still images, you can add a Smoothing Modifier and hope for the best or manually morph the clothing via dFormers or clothing "fit" packages. Each situation is different to achieve the look you want - e.g., stop nipple poke-through and prevent clothing from looking painted on to each breast so that it instead spans across the cleavage more like in RL ... all of which can take a number of adjustments to find a natural-looking solution. I used a simple solution for poke-through in the left-hand model above, but the render brought it back - that was due to subdivision issues I'd need to reconcile. Things can catch you at various stages when trying to tie out the details for a render.
For animated images, poke-through might need adjustments throughout the sequence and you want to ensure that any such changes don't cause jaggedness in the final animation.
When it comes to intersections between objects, there is no collision detection help in Daz 3D; if you want to have bodies moving on a bed you need to place them convincgly close on the bed linens (which might have folds), possibly morph the bed props to appear as if weight is being placed upon them by various body parts which are touching at different angles and depths, ensure no stray limbs are intersecting with nearby objects - and then, manage the same thing between another character figure. That dick isn't going to suck itself without a lot of careful posing from different angles.
Oh, and then ensure this is all good across every frame of an animation.
As for mechanics and such, they aren't that in depth. A lot of the choices come down to 0 or 1. and the stats are just for reference. Maybe even just an array or data structure. There is no physics or gameplay aside from "Click". The choices you get in the mini game could be made in under 30 minutes depending on the way you do it.
I never referenced the mini-game, but you are referring to variables being saved for use in the Ren'Py game environment as coded for Milfy City's logic, essentially.