I'm working on getting more gameplay into unyielding. It's a slow process, but I've made big strides in the last few months.
I hope your Troubleshooter's guild goes well!
I thought long and hard about calling my demons something else. They have no relation (that I know of) to earth based mythology. I went with calling them that because I hate made up fantasy names and also don't like proper noun spam (looking at you, Destiny).
As for what a game developer is, they are neither angel nor demon. Just tired creatures trying to make people happy
Nah, call them demons. It gives people at least a keystone to start from that you can then explain what makes them different from the demons you are used to.
The spin you put on them is exactly enough to radically redefine what they are in-universe without changing their literary function. They
are dangerous entities with unfathomable powers and unwholesome intent for mortals. But they aren't fallen angels. They aren't interested in souls. They don't hate all that is good in the world. They don't serve some prime evil. What they are is walking, talking literary foils. All of which makes them fresh and interesting without taking away the sense of danger and menace they impart on the reader. In fact, you've avoided the trap of making them Just-Another-Monster that D&D and many other fantasy works grapple with.
And I like how you make wolves mythical rather than mundane. It's an interesting twist on expectation. We the readers know what a wolf is and none of us doubt their existence. But clearly the concept is a bit ill defined and suspect for the inhabitants of the isles (since no reputable sighting exists). It puts the reader in an odd but interesting position of re-balancing their understanding of mundanity. Instead of being just a common beast wolves are the Isle's Big Foot. And with this small, seemingly unimportant shift away from the expected norms you throw into question a lot of a assumptions readers will have... which can make them feel the discovery of your world and the events in it more acutely.
Similarly, you make fantasy gods interesting again. They feel less like the gods as we normally see them in fantasy and more like native american spirits or shinto kami (of which, the kitsune... eg Perjury... are well known members) or even the nature spirits of the Celts & Vikings. Not beings which truly care about mortals... but more beings with agendas of their own which mortals give offerings both physical and spiritual in order to curry favor and placate. Again, it's unusual enough in the modern, western context to be fresh and interesting and spark curiosity.
All of which is to say, again, I love your world building. Your writing is solid in general. Good characterization. Solid pacing. But your world building is a cut above even more main-stream content. Your writing is clearly a strong point. Possibly one of your strongest points. You're right to lean on it... even if some of the mouth breathers will whine at having to use their brains at the same time they jerk their cocks. So don't get discouraged from your writing. It's what makes you different from the cookie cutter stuff this and other sites are flooded with. You won't make every one happy, and if you try you'll make no one happy. So make happy the people who are starved for what only a handful of developers can give them... well written smut.
I really would totally read this as a book. But I'm certainly not gonna complain about getting more gameplay either. And the most recent gameplay additions leave little to complain about aside from their sparseness. I think you are on the right track there.