Not trying to burst your bubble or anything, but this project is not going to make you rich my friend. As so many others here have said, text-based games are extremely, extremely niche. You'll be lucky to eke out 100-200 bucks a month from this if you're lucky, and I think that's probably at the higher end of the scale.
I gave your game a try. I have to admit, even the newest drugged scene was not compelling at all to me. Your use of they/them pronouns when talking about the mother is... weird. I understand you were likely writing it in this way so that you could insert the same text into both the male-MC and female-MC versions of the game, but... that's not great. It's a minor thing, but it takes you out of the moment when you read this kind of stuff:
That entire paragraph just sounds so...disconnected. Like this person you're engaging with is just a random stranger or something? I don't know how to describe it but it doesn't read well. Later in that scene you go back to referring to the mother as "her" so it seems like this was just in the opening part of the scene, but still, not great.
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Additionally, word count is what I always see text-based game devs promoting. Almost without fail, the first thing HTML devs like to put in their Changelogs is "new scene - 500k words!!!" but you have to realize that while you, the developer, see this as an easy way to show your work, we the players don't always think of it in those terms.
I like HTML games. I really enjoy good text-based games as I think they often have the ability to put out a wider variety of content since text devs don't have the limitations of specific game engines, 3d or 2d imagery, or other complicated systems. Text devs can more easily dive straight into working on the content because of this, but the problem then arises that the writing must be up to snuff to make up for the other missing elements that you'd get from different engines.
Comparing your
quantity of writing to Game of Thrones isn't the boast that you think it is, because the
quality of writing in GoT is far, far superior to anything you would find in an HTML porn game. I'm sorry to say that you're lying to yourself if you think otherwise. As a text dev, you need to be striving for quality over quantity. Churning out millions of words is great, but if there isn't enough narrative stimulation and character development then it's all just fluff and the player is going to skim through much of it once they realize this.
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I haven't sunk more than maybe 10-15 minutes into your game, because what I read simply didn't hook me, and I believe the AI art imagery provides nothing to your project. Focus on your writing, condense rather than elaborate, being concise yet descriptive is a hard line to balance but that's what makes for good writing. (Clearly I am not a good writer because I cannot be succinct based on my comment here, lol... but I'm not making a lewd text game). For many players, even players who really enjoy text-only games, seeing a writer say they added 50k new words to an update does absolutely nothing for them, and in fact depending on the writer actually might turn them away with a reaction similar to "oh great, they padded their word count with superfluous, flowery language... again." Lots of text devs fall into this trap I think.
I believe the reviews for your game have been trying to tell you this. A common complaint in reviews for your game is that paths end abruptly, and I understand that you're still working on the project and everything is WIP, but having so much unfinished content is a great way to chase off potential players. I think this is possibly the last thing you want to do as an HTML dev creating such a niche game, unless it's very early in the development stage (which this title is not)
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I don't have more advice for you, wish I could give you the magic bullet that would fix this project but overall it feels like your vision for this game is far larger than it needs to be. Every single dialogue leads to so many options that you're making your project exponentially harder with every additional diverging path. Perhaps streamlining existing paths might help, or cutting certain content until it's complete, I dunno... but currently this project looks like a mess of different ideas in my opinion.
I don't even really care about the MC one way or another, nor the setting. And there doesn't seem to be any real conflict at all, everything you attempt is just carried out without any challenge or obstructions. "Want to do this option? Cool, you did it," just isn't very compelling writing to me. Maybe I'm the minority though.
Good luck with your project, dev. Hope you can sort it all out!
EDIT: formatting and breaking up comment into separate sections to increase readability