I thought perhaps you were asking whether realtime vs. turn-based or something along those lines.
Is it gritty where you're limited to only dodging and your melee, or do you have a large arsenal like DOOM:Eternal?
Do you parry enemies like in Mordhau or do you do combos like in DMC?
How much grind is there, and how much does skill matter?
What are the enemies like?
There are melee weapons, bows, magic.
Weapon-on-weapon collisions and blocking physics.
No DMC-style combos. Last game I played that tried implementing combos in first person melee was Kingdom Come: Deliverance and they were just unhelpful.
No Assassin's Creed-style tandem kill animations.
There's leveling and skill/stat boosts that come with them, but as long as you have physics-based combat you could conceivably do hitless runs.
I've got a large bestiary of different creatures planned but at first there will be a focus on testing enemy humanoids.
Much of the fun and balance comes not from whether the opponents' AI doesn't have a good dance rhythm balancing attack, defense and feigned hesitation.
My last tests with the AI have had issues where the patrol-and-seek routines wouldn't disengage resulting in enemies that attacked in a frenzy like Genestealers from 40k.
And probably the most important question:
How relevant is the sex? What's the purpose of it? How often does it come up?
You can have as much or as little as you want.
Relationships can be developed with virtually any persistent character, you could go to a brothel, or enemies might capture you and do as they please.
But it won't be quite as cartoony as many LoversLab mods where every single mudcrab wants to mount your character.
If a bandit has sex on his mind and tries to capture you, but crits you in a way that kills you outright, it's bad luck for him.
To help brainstorm different situations that could result in an H-scene, I drafted a document based on the scene gallery from Ideology in Friction.
That game featured a wide variety of situations from the simple get-captured-and-fucked to a spy sleeping with someone for pillow talk information.
1/9 - Fixing some bugs with the terrain generation
1/10 - Finally fixed issues with terrain code. Trees and rocks spawning / despawning properly.
1/11 - Primordial Overworld test client should be ready later today.
[Previously mentioned issues resurfaced; test client delayed at least another day]
1/12 - Going to do whatever it takes to fix these terrain crashes.
1/13 - Hopefully the crashing has been resolved. Now shaping the overworld. Again.