TL;DR: A very promising HRPG with good presentation that tries to do a lot, but ends up falling short in a lot of them.
Let's begin with the H part. When you start the game, there are many different systems that make it seem like it has plenty of depth: from the classic corruption/lewdness, to sexual skill level, erogenous zone developement, different traits you can acquire and select during the start of the game. Ultimately, most of those end up becoming meaningless. Corruption boils down to simply gatekeeping you from selecting certain options, while the rest don't really do much either. A lot of NPCs that start off with scenes simply stop, or end up gone, leading nowhere. As for the CGs, it's mostly what I would describe as "anteaters with churro-dicks", which personally look more goofy than anything, but I admit that's up to taste.
But that's fine, since the gameplay surely makes up for it, right? Unfortunately, not. It has the same issues of feeling overdesigned but not really thought out. In a classic Dark Souls way, for every level you level up stats individually. The problem is, not every stats are made the same - some are much more important than others, while building around one of the worse stats could screw you over in the long run - which you might not realize until many hours into the game. Combine that with the fact that unlike Dark Souls, there's a level cap and the ether requirement for leveling up has a rather steep curve, meaning you can pretty much screw over your build, without the ability for a re-do. The Chaos/Order system is similarly shallow, and pretty much ends up a stat you just grind depending if you want magic or prayer, which unfortunately also means that most of the time you'll be selecting dialogue choices based on not the way you want the MC to react, but which stat you want to get higher.
And in the end, all of the above mechanics just to serve your bog-standard RPGMaker turn based combat. Since both your HP and MP regenerates after battle (as long as your fatigue is low enough, which we'll get to later), any strategy and tactic is thrown out the window, and it turns each encounter a boring grind where you just throw out your most damaging abilities. Combine this with the fact that enemies respawn between screen transitions and that they immediately rush to you when discovered making running past them not an option, it makes dungeon exploration a slogfest - which, by the way, also limited by the fatigue system and day/night cycles, where you get weaker the more fatigue you accumulate after each battle (or other dungeon activities, like pushing statues or breaking down doors) and where enemies get stronger during the night.
The only saving grace of this game is the story. There are some genuinely interesting concepts and lore in there, along with some of the side characters and quests that you would want to see through. But unfortunately it was not enough for me to push through the shallow H system, the "peculiar" art and the slog gameplay.