So I had some time to test stuff around (thanks to the test version provided by
DickMaster, wich btw cheats files refuse to work, so I just played with uncensor... Well no much purpose to have it yet, but was on testing plans), so here's my "review"/"none asked me but I'll chime in anyway":
Gameplay seems very promising, even at this stage is good enough. Now campaing side I can't tell as it's pretty much a demo still, extra game on the other hand it's good but have some weird desing desitions I don't see blend together very well. For one, seems that every stage have a goal of 200 enemy kills conforming "waves", although those "waves" are not separated or even clearly defined other than the text on screen saying current wave and kills, also having the enemies come at you and for the most part spawning close to you means no time to rest, that's fine except enemy kills grant you time to continue, and most of the time I spent runing from them lining them up to kill, rinse and repeat, I hope some separation on enemy waves is implemented, specially considering that some quick actions like runing and then ADS, then flee when enemies come close to get distance and reload, is slightly clunky right now (nothing problematic with most enemies though). Given the speed of some of the enemies (dogs, grey monsters, slugs and spiders) getting distance is crusial. My fix would be to make enemies spawn at random in the map and get the player to look for them, ofc not that they're passive or anything, just to give some agro zone in wich getting withing let's say 50 meters, prompt them to attack or getting shoot to regardless of distance, so then the whole timer and time gain per kill is also more important (given that right now, it's pretty easy to end the stage with 5+ minutes). Some extra weapons would be necesary too, but I guess that's already on the mind of the dev. I guess taking some inspiration from old CoD zombies would be a good idea on the wave desing, because it seems that only the first two waves have lower treat enemies as preset, posterior wves seems to have more random spawns, but it's early to have a full picture of what's the idea behind the mode, let's see what's next.
H content is a hard topic to explain, it's already mentioned that the only way to see it is pretty much getting grabed and do not struggle to break out, but doing so ends the game and other than a free roam camera around yout character, there's nothing. My hope for this is a proper gallery in a more traditional way (let's say where you can select the enemy type and leave the animation play or loop or whatever), and make it so getting raped doesn't mean a game over, but better a hinder on your fighting capabilities, such as slower movement after slug/spider pregnancy, or a wimper or slower runing after other human-like enemies rape for a period of time, or something along those lines. I mentioned it's hard to explain because while I would like to have it and it can be improved even as it is right now, my worry is that the game have a such promising ideas, that the gameplay is what interests me the most.
Anyway test version review or toughts over, hope we see an update soon as the Ci-En dev page have some content apparently already released, will keep an eye on this.