Hi
3Diddlyf95zone !
Read about your plans during a work pause, my thumbs are pressed for it! It is correct that a one person design "team"

has a point where nothing more can be done per month, esp. if your game has several significantly different routes. There is only a fixed amount of time and computer power available for a single person.
It is good that you estimated how many patrons you need to add a useful helper under the conditions in your homecountry. It is possible to reach that level and WDR is certainly a step into the right direction. The fans following the romance, sharing and soft NTR paths of WDR might be currently "just" a quarter of all, but that is an addition of sizeable proportion over games like e.g. "Atonia", which was clearly focused on hard NTR.
I am sure there will be more fans coming to WDR as long as you keep making good romance, sharing and soft NTR paths. It is great that you steered onto a course where we players can decide if we distance the rivals even further, let them stay at their current elvel or let them close in, depending on what routes we follow. The romance routes are cute (and can be a challenge if you choose to allow serious rivals, depending on your decisions). And the happy sharing routes, with our couple in love, but having "fun outside", are now on a really nice track, staying away from veering into NTR (unless you force it by decisions made).
I mentioned WDR in a couple threads with sharing games the theme, because it currently shapes up really well on that front. To get more exposure to the audience for your game, I might propose that you decide on one public teaser/promo/however you name it pic per version. I think that would help.