And there's your winner. When I first discovered this game a couple of years ago, I was really impressed by the writing but it became obvious halfway through my first playthrough that it was growing out of control. Too many characters, too many side paths and wayyyy too many variables. I don't have any particularly strong feelings either way about the "dark path" and while I'm normally a "if you're not having fun, just stop playing and stop whining about it" kind of person, I get why people are irritated with the direction this game has slowly devolved in to. So many of the choices are dead ends, the characters often act in ways counter to the choices you make and the things they say and most of that is because he's trying to stuff 10 lbs. of shit in a 5 lb. bag.I would say it is probably a first time dev realizing that providing choices creates a tremendous amount of work to create multiple versions of the same scene but when playing it you only get 1 version so the update feels short and telling a story that makes sense is hard when you try to make almost any scene avoidable.
In short it is probably just difficult balancing the choice players have become accustom to, the story making sense, and the exponential amount of work compounding choices creates.
There's no way togs is going to be able to reasonably finish this game in a satisfying manner for ANYONE with all of the loose ends he has to tie up. The sister harem alone is a complete game idea but he's trying to juggle that with the Lactomax story which is a complete game idea and all of the whore/BDSM stuff. And that's before we even get to the 15 other women that are sort of optional, the weird cult harem in the basement and the company management piece that comes and goes depending on the update. There's simply no way to reasonably finish all of those intertwining stories without either working on the game until the day you die trying to account for all of the variables or simply giving up at some point and pulling a Mass Effect 3 where all of the choices end up boiling down to one ending with a few lines of flavor text that say "you sure did do that thing back on day 75!"
In short, the game is a project manager's nightmare: an absurd amount of scope creep with seemingly no outline or process map. He just takes everyone's requests (some a little more seriously if you're doling out big Patreon dollars) and the game becomes more and more bloated and near impossible to balance. I wish the guy the best as he's clearly talented and well-intentioned but he's written himself in to a corner and he's going to have to make some difficult decisions at some point that are going to piss a lot of people off.