I played the new release quickly just to check out the new content and noticed a few things that I consider lesser bad design choices, in story and gameplay.
The first one is a lack of coherent/meaningful/consistent choices and dialogue at some points.
For example, I chose all the "evil" options I could, but my MC still gets clocked as a nice guy by the military rival when trying to act as if the woman doesn't matter. This would be a prime opportunity to have prior choices affect dialogue but it wasn't used. The MC also interacts with his daughter in a way that doesn't fit at all with the personality demonstrated through previous choices, being extremely gentle and caring. I understand he wouldn't be mean to his kid daughter, but even a bit hard or strict would be cool.
There are no big choices in the game so far (like going to a certain place instead of another) so having meaningless choices that don't even affect dialogue really sucks.
One of the most meaningful and fun scenes in two very successful games here (Desert Stalker and Hot Sands of Antarctica) is when the MC has his wife suck him off in front of his daughter(s). Both games have the same scene, though HSOA came after and I think was inspired by DS, and that single scene sets the tone of the relationship between the MC and the daughter(s) very powerfully. It opens up a path to casual incest, sure, but more than that, it makes the MC look like a badass who doesn't care about being seen by his daughter because she was educated to respect him unconditionally. This might not be the tone you want to go with, but if you do decide to go for that, it's a recipe for success, even if there is no wife currently available.
Second, the pacing is bad. The idea was to make each update correspond to a single day, and at first that might work well enough since the first days are supposed to be more tense and detailed, but the story is already dragging on day 3. It feels like the days aren't being that productive at all, and the plot doesn't advance much each day. At the same time, if you stop to look at what happened on each day, the days were extremely busy. There needs to be a balance between buildup and delivery on the story, and I'm not talking about sex scenes. Lack of resources and shelter was an issue on day one, still is on day 2 and gets worse on day 3. This is realistic, after all they didn't find anything amazing that would solve the issue, but it just drags the plot. If you ask me, drop the 1day/update and start using some time skips to move things around. That would even have the bonus of allowing long-term fetishes such as mind break and pregnancy, both very fitting for this scenario.
Third,
ugh, all the dumb fake britishisms are so annoying, nobody talks like that. The stereotyope wouldn't so bad though if it wasn't just so everpresent.
[...]
it's not hard to understand through context what a fucking gas station is.
This is totally right. The britishism here is too much. Almost as bad as the average blackspeak on media.
There was more but I forgot. Godspeed, Dev!