You meant make items to sell before? Again sounds like more grind but yes a difference of variation would help.
I originally meant crafting the actual items you use (so e.g. clothing, swords) to avoid having to buy them, but since you pointed out the crafting option already present (namely potions, which, in the context of alleviating the grind for the aforementioned items such as swords and clothes, are only of use if sold for money), I went along with that line of thought in my reply.
Not really sure what more you could add to those besides “talk to X/Y” or fight and gather(which you do any way

)to spice up that,you don’t want to add to much more to a side quest for resources anyway as you would just be adding more grind to the game(that and you are limited to what can be added dev wise that you have to take in mind all the additional irl work to add all that in as well,it’s only one dude , plus artists and us free loading testers, making this one so simple stuff works better).
That's the writer's job, isn't it? to make it so what you're doing amounts to more than just "talk to X" and "kill Y". Even in the main story, all you really do is talk to people and kill monsters, but you're doing it in the context of a narrative, which is what gives it meaning. The same should hold true for side quests: they should offer their own self-contained narratives—albeit much shorter or simpler ones, compared to the main story, naturally—, which the player follows to give meaning to their actions and interactions.
And I'm aware that this is more work, but, well, the dev is obviously going to be adding more content to this game anyway, right? I'm just trying to give ideas regarding what some of that content might look like. There's more main story content coming, of course, which will just pick up where the current stuff ends, but there could also be side content.
I suppose you ultimately want there to be payouts on every quest you do.
I don't necessarily want a cash payout to every quest, no, but some form of reward which helps with the RPG side of things and isn't just more sex scenes would be appreciated. It helps tie everything together when the different aspects are well-integrated, and the RPG mechanics aren't just something you have to suffer through to get to the adult scenes (which is something a lot of RPGM devs struggle with, though it's not a serious problem with the Rise of Vruk).
Also All peeps HATE the only current minigame so I don’t think adding more would help things when players are already trying to get this one removed.
That's likely more because it's a minigame which requires "arcade reflexes", which I find don't suit the RPGM engine at all. (Case in point: the handful RPGM games with horrible real-time combat.) On top of that, as we've already discussed, the cost of failing the lock picking minigame (losing the pick worth 50 gold) is rather steep, which probably doesn't help win people over. My guess is that puzzle minigames would go over much better, but who knows.