Thanks I have fixed all the bugs that I have found and I have re-uploaded the link
Don't know what you fixed but for me Sophia talk is still bugged, a new kind of bug.
Error: child tag <</talk>> was found outside of a call to its parent macro <<talk>>
Empty lines of text, and when I press Listen to Sophia I get empty line of text with content in work apparently.
I still cannot trigger the end game content.
I give up, was curious to see if you fixed some.
I backtracked a save and I cannot even interact with the Mechanic to refuel the fuel torch no tsure what happened there, 2 or 3 days ago when I backed that save it would have worked. Let's say that doesn't matter, maybe I forgot something to do.
Also I really recommend not opening new buttons for discussions and such if there will be no talk into it or curent in works. Like visiting the secret Office nothing there, getting car keys, getting keys. I also recommend to stop putting items that either don't do anything at the time of putting them it or will work in the future.
It is better to make that item and purprose, story in its curent build rather than put it and forget or set it in the future.
You should check when stuff triggers and how to trigger them in an aparent order.
I really think you should cap/limit character love points until a certain point in the story is reached, rather than grind everything to 100.
I also hope that you playtest or test the things you do, before putting live. Some of the issues are clear there. I understand that you are alone, but some of the issues are blatantly there.
I commend the fact that you try to fix stuff really fast, especially in our last interaction, but it's better to try them to not happen. Also it seems that the whole game is going nowhere, many paths have opened but not having a story cohesion. I understand that the game was very different initially, but you should try to finish the main story, game lore, with serious content and quality control, finish what you want to do with the game's story and then build upon or around. I recommend this to do it, as usually people do this at the start of the game to have some serious plans, yours is made while writing or producing it. Which is fine for a solo dev's first game or such and to gain your knowledge, but honestly either try to make a pause and fix all the issues, and then bring more content into it. Or finish the story soon, fix everything, after that do side quests.
Oh and again, please don't open stuff that you can't have an ending or advancement point, just to make people believe there is something more coming. It sucks to open talks about stuff you cannot do or have buttons that don't do anything yet.
Maybe the things you do work in multiple branch story setups with chapters and stuff, but in your liniar game setting it it's just bad game design.
-PS The triggers for timed (hours) content seem a bit too straight, too exact times have to happen. You can also trigger the next quest overlapping the main progression, which is not good. I said about this before. With Nancy quest. That's why I advise you to limit max love points for story or substory set, or be sure to trigger the mandatory setup first, and not rng it.
If you really have to be so strict about time gating content, you need to have skip 30 minutes, 1 hour, 4 buttons.
Good luck!