I enjoy the game. The art and writing are both high quality.
However, I think there is a main problem that has hampered players' enjoyment and subsequently stunted the popularity of the game, and while some steps have been made to address it, I don't think they're sufficient. This problem is player agency in the game. I'm not talking about dominance or submission or narrative paths, I think the game excels at those with diverse offerings. The issue is that the player themselves has very little control over which scene they initiate, week to week, and it feels at times like reading a choose-your-own-adventure book but with no page directions. Until recently, when the developers added the initiate-on-command buttons for scenes, e.g. Greyhide, Cliohna, etc., there was even less control.
When the majority of content (which, to be fair, with Rastedel and the Orciad might no longer be the majority, I'm not sure) is randomly instantiated at the start of each week, the player is incentivized to seek the content they want by skipping the exploration and spamming the next week button. I'd wager this mindless clicking is a large contributor to a majority of the questions about game overs on this thread.
I think the game is heading in a direction towards increased player agency, which is good, but from what I've seen of the Rastedel content so far it seems to be leaning towards more visual novel than 'game.' It's not necessarily a bad thing, but I do think that engagement somewhat suffers when presented with story choices one right after the other in that format--perhaps I speak only for myself on this.
So, how could this problem be addressed? When I look at Seeds of chaos, I see two systems already set up to engage the player and reward them: the map exploration system, and the castle building/management system. Right now, they do a couple things; in effect, the exploration system is used to stop game over screens, and the castle building is there to drain/increase money, while both introduce characters.
If you can tie progression in both of these systems to accessing content, you can address player agency. If the player can start scenes with Cliohna by upgrading the library; with Greyhide by upgrading the forge; with Jezera by upgrading the castle in general, and so on with the other characters, you incentivize engagement with the system you have to give players agency over the content they want to see.
If you increase Rowan's survival skill for every X tiles traveled, his climbing skill for every X amount of mountain tiles traveled, his lore skill for every abbey visited, and so on with other situations and other skills, you give the player an in-game method to pass skill checks outside of simply reloading the game and trying again. This would require some thought and planning to ensure that it's fair and balanced, but it doesn't require a whole lot of creation, just slight modification using what you already have. You incentivize use of the game system you have to give the player further agency outside of dialogue choices to decide what they want Rowan to be, and you give them more agency to see the content they want to.
In addition to my main point, I'd also like to make the suggestion that you increase the amount of repeatable scenes. It seems like you have more writing output than art output, and crafting minor h-scenes with progressing text could be an efficient way to expand content. Actually, they don't even have to be h-scenes; you could have Rowan spending the weekend interacting with a character--the relationship between them is given depth, and you can give Rowan a relevant skill point or item to incentivize player action, e.g. hardy gloves after spending a couple weekends with Greyhide at the forge or something.