Been a former supporter, but at least at the moment, I just can't feel to support it anymore, treating it as a lost cause. The old system of just having moves and six stats - it was skub, but the novelty was there, and the action was pretty quick and snappy, with little delay as you watched your characters fight and fuck. A match would take a couple minutes, and it would be mostly action action action, so you could overlook any downbearings in mechanics to an extent.
Then came the first iteration of cards, and while it brought the semblance of balance to it, normalfying a lot, it also slowed down the action the fuck lot, especially with how stripping is handled (which is, imo, just plain unworkable iteration and a completely new solution needs to be made up). You're spending 10s-20s-30s, heck even minutes if extremely unlucky, and more to just watch characters grunt and push about, either doing absolutely nothing, or just making clothes poof with 0 animation or effort, watching the same tired fistbump and grunt. An average match now bloat to something like 10+, and for a lot of it, you're likely not even to get mildly aroused.
But then came the attempts to balance it and add to it, healing cards and other tricks getting introduced, and it just killed the multiplayer portion all together. Now you could make decks that actively disengaged with it and refused to play the game, and win through attrition, even if the other player was the one who did all the fucking in the game. The fact that if 'trick' and 'normal move' meet, you get only 3 turns with no chance to convert to critical, makes moves literally wasted thanks to healing cards. When april build came out I tried it a bit but quickly tossed it out, the already hard to watch games getting absolutely unbearable. If I wanted 15 mins of nothing to convert into 15 seconds of mini-gallery fucker (which has regressed, mind you, having lost options to cum and make it stick), well, f95zone is absolutely filled of this stuff.
I tried the new build upon seeing the lines in changelog about the nerfs, booted up, picked up first character to play and.... absofuckinglutely nothing changed. The opponent played 5 healing cards and 3 provocations while I played 8 actual moves. The result? I'm losing out, ON ORGASM BAR, by whopping 50%. With opponent not playing a single direct move! Straight back to the garbage big it goes.
Now, at first, back when I was still supporter and in Sam's discord, I could at least give a moment of doubt, think that "okay, maybe Sam has zero experience with card games and just needs time to get through grips of the system", as, especially the very start of it, felt like a very workable system albeit raw. I'd poke my feedback and suggestions from time to time, try to showcase the feelbads of current system (now that I think, I should have pulled the older builds, and put them up side by side to show just how bad it has gone between the two, to really draw the picture). Progress, unsurprisingly, slow, but well, solo dev, big cumbersome system, project that has dragged through multiple years and three different engine version upgrades. Altogether, at least you can cut some slack, long as they at least work on new stuff.
But then came a point when Sam poked the whole server for feedback, trying to get a bigger view. Unsurprisingly, the feedback wasn't rosy, a lot of people bemoaning the poor situation with multiplayer and / or suggesting improvements for VP (the only good thing out of current builds). Given its the masses, not everyone came with that feedback being in constructive fashion, being kurt or going on subjective feel. To be fair, what else would you expect - not everyone's a quality assurance worker that can give right pointers or structure it eloquently, especially if English's not the person's first or second language. But, instead of sifting through all the stuff for trends and grains of more constructive stuff, Sam's response was to call out everyone, telling them they're bad at feedback and berating them for telling the dev that they're disappointed with current work. That just was too much - if you can't accept that in attempt to fix the game, you have regressed, and regressed hard (at points, thanks to kemono, I've picked up the ooooooooold, v0.008 builds and such - and they feel so much nicer compared to current stuff even if they're completely buggy jank), then it feels like I'm throwing my money into a fan, it blowing to all sides and going fuck all.
For the moment, only reason to support this anymore is VP. And even then, only way VP can live is if it has a community, and that would require moderation efforts, given trolling like posted by the dev above. Something that can be really hard on a solo dev to support, especially one bent to show off almighty and alrighty. I can understand how hard it can be to let go of your work, so many literal years and costs sunk into the project, but honestly, I'm out of any ideas or love to suggest how to salvage this wreck.
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As a bit of slight offtopic, slightly ontopic: It's curious how it goes with long time solo devs. You have this, going through iterations of visual beauty, but regression of mechanics and soul of the game, the slow, cumbersome "updates" more alienating than making people happy. You have Mr. Zed stuff, where the same sorry engine is being milked and stretched to its edges, trying to conform to new styles no matter how well it goes (it was such a gut punch to see the promises of Yaradiel being an Unreal project, only to go back to Unity, and reuse KFC system with yet crappier balance). You have Flexible Survival folk, who by now have stopped even bothering mentioning the promised Godot update, instead continuing to bloat the system that they themselves berated as getting unworkable.
And at the same time, you have folk like Toffisama, who has iterated up with each game, engaged the crowd, and focused on passion and love for what he does for self (deciding, after checking in with crowd, to turn PotR 2's futanari mode into footnari mode, going for fetish they love), unafraid to pivot on disliked feedback (first version of Divine Caprice), now enjoying himself that he finally works on a more robust engine than the stuff he did before. You have folk like enlit3d, who, to be fair, has floundered at a time or spent time working on projects that would go nowhere, but at least they would take lessons from those skubbed projects, and apply them upwards (see HR2s progress in line with how it went with side projects). You have new fresh blood like dna, Battlefuck Pit being a literal gem both in iteration speed and how much the dev engages folk and works together with them.
In real game world, attempts to course correct some studios that are failing or practices that are bad (say, Stop Killing Games vs live service model) going "But this will kill the model/community". The argument fails to the most simplest argument - "If it's shit and/or stale, then what's the point in keeping it alive?" At this point, I feel the same is true here in adult games. As much as it might hurt to say it, some stuff just needs to crash and burn.