You know what the cool thing about using Ren'Py to do episodic content is?
You don't have to worry about mid-development engine optimization to make the game not operate like hot garbage.
Ren'Py will display pre-rendered images all day long. JPEG, GIF, PNG, whatever. You can use your render machine with the beefy ray-trace enabled GPU to render out all the scenes ahead of time, then anybody with a potato can view those images later arranged into a story. You don't need to worry about the real-timer performance hit of using horribly unoptimized store bought 3D art assets in a real time environment. Got a dinner plate made out of 50K polygons? Sure, they'll publicly flog you for that mess in any serious game studio, but it doesn't make a huge difference to the workload of pre-rendered scene (and even if it did, that difference won't be noticed by the end-user/player).
You don't have to worry about the nightmare fueling uncanny valley you'll crate from having non-animators be responsible for animating literally everything. Because instead of composing well shot still images, now you're making the player walk around and interact with everything in real time. So now you need to create idle animations, walking animations, animations for damn near every interaction you plan to include; all of this before you even get to the sex animation. Going to give the player a movable camera during these scenes? Then you better make sure the animation is perfect from all angles at all times, because now you have zero room to fudge things 'off camera'.
Does this sounds like a monumental workload? Orders of magnitude more work than doing a pre-rendered slideshow with text? You bet your ass it is.
But hey, why do the sensible thing? You got PATREON money, amiright? Surely that'll pay for the expanded staff required to code, model, rig, texture, animate, play-test, bug-fix, and optimize this endeavor. Right? Right?