I've both pirated EA versions AND purchased completed versions of every one of your games and consider myself a big fan of your work, and I'll continue to support it in the future. While I fully support the paid EA model that Patreon allows for you, I personally don't wish to pay for said early access just to provide player input. That being said, you're already aware of what we do here, and this game could genuinely benefit from input, so I'll give my feedback as a person who fully intends on purchasing this game at retail.
The camera controls while moving around in-game are the worst I've felt since Dungeon Coup. It took a minute for me to figure out why it feels so awful, but it's clear that, instead of giving direct control of the camera to the mouse, you seem to be taking the direction of mouse movement and assigning it a preset, static motion value (assigned by the Mouse Sensitivity slider) at which the camera rotates. No matter how slow or fast you move the mouse, the camera will move at the same speed, feeling too fast with slow movements, and too slow with fast movements. This feels terrible to play from the moment you start the game, and feels annoying all the way through to the end. This needs to be fixed immediately, as this negatively affects how people interact with the game at all times. I want to be able to move the camera slowly with slow mouse movements and quickly with fast mouse movements like I'm used to with every other video game in existence. Beyond that, you may want to consider making it so the player can move the cursor freely over the screen while moving with WASD, and allowing them to rotate the camera with their mouse if they press and hold the right mouse button, much like they can in MMORPG's. This will allow them to interact with in-world and hud elements with their mouse while moving with WASD, while also letting them control the camera so long as they're holding RMB. But this is just a secondary suggestion, my primary concern is the lack of true 1:1 mouse movement to camera input.
In combat, the camera controls are uncomfortable in a different way, mostly out of personal preference. I understand the complications in navigating a 3d space with 3 axes and can respect giving players controls to fly in X, Y, and Z coordinates, but I really don't like that W and S go Up and Down instead of Forward and Back (which is currently navigated with the scroll wheel). Personally I would much prefer to "fly" forward and back with W and S than have to scroll rapidly to move forward and back. Assigning to W and S will let me move forward or backward in space while rotating the camera with left click, allowing me to move to the position I want to be in way quicker and easier than I can now. This will make it less of a hassle for me to enjoy the content I came to see.
As for the gameplay itself, it's great! You have the groundwork for an interesting blend of 3d exploration and turn-based combat, which follows the flow and feel of KFC and KFC2. I anticipate I'll have more opinions on balancing as more of the game is fleshed out, features are added, and you build out what kind of RPG you want to make. All I can comment on currently is combat works as I expect it would, the sex scenes are enjoyable, and I have good feelings for this game as a dungeon crawling turn-based RPG. It's just held way back by an uncomfortable camera much like Dungeon Coup was.