What a great first start!
I thoroughly enjoyed my time with this first chapter. The story hits a lot of familiar beats to anyone who plays these types of games, but there's enough of its own flair to easily help this stand out from the rest. I enjoy the Phoenix Wright/Danganronpa style gameplay for the interrogations. The only thing to keep in mind is that unfortunately it's easily exploitable thanks to the rollback feature, however, that's more of an issue with renpy as a format. The character design is very competent and well done. Despite some of them obviously being the DAZ models that are used frequently, they still carry some unique elements that give them some personality in regard to their looks. As characters, there is some meat still needed for maybe the mom and son as both are at the moment kind of just the basic archetypes we see in 'cest type stories. That will probably change though as we get more time to see them, and on the same note, Mandy stands out nicely with a more fleshed out personality.
Some of the things that didn't connect with me would have to be the lighting, animations, and sandbox elements. Your composition is very strong at times but I think it's a bit undermined by some flat lighting (especially in full-body shots). It's definitely not a mood-killer or anything, but I think your scenes (both lewd and non) can have a stronger effect if you had dramatic lighting that complimented the mood/setting. The animations also leave a lot to be desired. I know these are arguably the most difficult and time-consuming aspects of developing, but the results can make a difference. For me personally, I'm not looking for super-detailed movement; but at the moment I'm somewhat taken out of the scene during them because the characters move so stiffly and are noticeably separated from their environments/backgrounds. The other thing that I can guess a lot of players will be torn over are the item/sandbox mechanics. I didn't really have trouble finding items or navigating the space, but I can see how search elements can come off as tedious to some players, especially since many tend to not like sandbox elements due to a good amount of VN's using just ways to pad time. A hint system or something might help with avoiding too much frustration, but at the end of the day, it's your call. As I said earlier, I personally didn't have too much trouble and found some of the internal monologues during them to be refreshing and funny.
Overall, I think this game is definitely worth looking over and I hope it gains traction. Looking at this plus your website and social media accounts I can see that you and your team are really putting your full effort and care into the project and that speaks volumes. A majority of my criticisms really only come from the fact that this isn't the most polished game out there, but that doesn't make it a bad one. In fact, it's far from it. This whole project just screams passion and initiative, and I can only see improvement from this point on. I'll support how I can and I can't wait to see what's coming next.