NOTE: This is constructive but much-needed criticism. I'm not here to just trash the game since there's some potential here. But a LOT more consideration is needed from a game-design/playability perspective.
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I prefer slow-build progression. But the grind and repetition in this game is ridiculous. Hopefully the dev buffs that out and does some redesigning once the content is complete, or preferably much sooner. Current design seems to be stalling for time to make it seem like there's much more content than there actually is.
Another thing that's absolutely needed is a more robust hint/guide system. Only some events have a specific day/time listed in the menu or are even mentioned at all. There are so many innocuous events where you have to be at such and such a place, at a specific time, on a specific day, that actually block progression if you're not, which you just have to be lucky enough to run across.
Some study or consideration of game design and what actually makes a game fun is seriously needed here. As-is, this is only playable with money cheats - and only somewhat then. Pressing a bunch of buttons to go to the same job every day: Not fun. No-one needs a tedium simulator. This is very far from the worst game on this site however. This could be decent if the dev takes a step back and puts a LOT of thought into working these issues out.
Suggestion: Study some other time & stat based games that actually work - preferably non-porn since few if any of these erotic game devs have any real design experience or training. Maybe boot up Disco Elysium. Play through. Study it a bit. What is the designer doing differently that makes it work?
Edit:
Adding another big flaw now that I've figured out where part of the tedium comes from. Dev is basing certain incidents around how many weeks have passed rather than just which actions have taken place and which stats have been gained. So you're required to grind for weeks and weeks to pass the days, even if you've already fulfilled all of the other requirements to make a scene or general relationship change happen. The only goal this design choice could work for is stretching for time. From a gameplay/fun aspect, this is an absolute game killer. "How can we make this game as tedious as possible and get players to quit before any actions happen?" would be another goal it could achieve, but one I doubt the dev was intentionally working towards. Unless this is completely revamped, dev needs to add a "Skip a day" and a "Skip a week" option. Ideally a revamp occurs. But even a lazy fix like this would at least make it somewhat more playable (though far from ideal) - as long as there was some sort of tutorial explanation that some incidents may take weeks of game-time, so players know to use those day/week skip options. There is a "Sleep till next day" option the player gets by the afternoon. But it still requires some clicking around in the morning. Some of these incidents/relationship changes require 8 WEEKS to trigger (could be longer for others I'm not aware of). That's just an unacceptable wait-time from a design pov, given the game's current mechanics.
What's clear is that this game isn't being designed with the mindset of "if I were the player, would this be fun to me? What would keep me engaged?" Questions you always need to ask yourself - and get feedback for - when designing any sort of content.
Edit 2: Suggestion for a cheap fix - Have a calendar in the house. They player can click on any day they'd like to fast-forward to on that calendar, even fast-forwarding a full month. You can potentially use a fast-forward sound-wave for it too (or simply reverse that rewind sound that plays when an "excited" MC hugs his daughter in the kitchen). And done. At least at 20% reduction of in-game tedium. Hooray.
Again, this is just a cheap fix based on current game design. Ideal fix would be to not base the game around literally months passing to unlock new progression. Plenty more fixes are sorely needed as well (money grind, more robust hint and schedule system, reworking some of the models who look like they're wearing wigs, ect). But this would be a big start.