Let's not fool anybody here, this a Lewd game. Quite.
Chapter One only features a set of Side Romances (Nine I counted, a pair of them sure
gratuitous), of minor to even minor importance. Romance, as the persecution and achieving of a romantic interest (What is usually called in the lewd genre as Main Interests), for love or political interest, will began appearing, plot-wise, across Chapter 2.
Also, in Chapter One, I didn't wanted to lock out the players from the possibility of having some fun here and there after finishing the game, except some cases where I found that some choices made will had to have results before releasing a new update.
But a thing that I've always wanted to find in games of the genre was the feeling of consequences (Not talking about important choices here), but of the most humane nature: Making just a bit of effort to make the characters more genuine.
The same way I included little random conversations to make repeteable events more interesting, The same way when Mina and Katerina talk in the garden and one of their random conversations changes depending the season of the year (Yes, I know you didn't played more than 90 days in this release), Coding in the game little things to make characters more real-like, is gratifying
-Trying not to spoil anything interesting here-: When someone is pissed at you, when some is butthurt, when someone feel hurt. Some examples of this little characters emotions are already on Chapter One; If you make a promise, will be remembered. Katerina and Mina talk everyday, it is quite possible that after some events the day before with one character, you'll get some snarky remarks from the other one.
As other little example, If it turns out that certain Countess gets real upset with you, until you change his mind, he will not only talk you upset, but for example every inventory interaction with her has the dialogue changed to show that desdain
Gamewise, All those things are little things, but is an attention to detail that I want to give to this characters that I've grown to cherish along this ten months of development.
And of course as hinted in the Prologue, some characters may find out about others an you'll be in big problem. This is not a feat of coding of game design, but a declaration of intentions in the game; I don't like when everyone is oblivious to others actions; If is materially possible (same town, they meet each other...) that they can catch you, if you don't take care they will.
Also, as a hint of future updates, between the locations of Grassmere and Hartepool there is gonna be up to four pairs of close friends of dfferent nature to meet, as I've found that are really interesting to code and make them more alive than as individuals.
I know as the first release is extense, but not intense (You meet more than 20 characters in the range of possible friends, foes, confidents, and lewd interests) but you don't really go deep in any yet), what is shown respect of the relations ecosystem is just the shell, but is one of the focus of development of the game.
Also, luckly many additional scenes are coded already into the game that will appear on the next release, but that I just have to cut in order to not eternize the release.