The developers seem to be browsing Steam reviews, which leaves me in an interesting dilemma. If I plunge forth with my typical double-fisted, pull-no-punches Steam Review vitriol, a developer will no doubt respond and be very civil and infect me with Shithead's Remorse. However, if I soften the laser-focused, razor-sharp barbs of my serpent's cybertongue - making it "constructive" criticism, if you will - they may just mark the review as "helpful" and offer no further comment, hence leaving me open to accusations of being a "sellout" with no easy rebuttal. Hence, this hand-wringing introductory paragraph which hopefully is even more of a tedious chore to read than it was to type. Anyway, trigger warnings: Constructive Criticism, lack of excessively brutal cyberdunks and net.owns.
In an age of everlasting betas, this game stands out as an ironic example of a game that could really stand a final coat of paint before being shoved out the door. The story is mildly captivating (though both "twists" were readily predictable by the fifth game-day or so), but the script is pretty rough and could stand to be re-edited once more. Maybe English baby formula contains mercury or extra lead or something, but no American 5 year old would be quite this, er, saccharine. Even if artificial syrupy sweetness was the intent, there's still more effective ways to capture the hyperactivity of youth than "la-la-la, tra-la-la" repeated three or four times in a row. Characters in this game tend to speak in tangents, rather than as people - again, this may or may not be part of the post-apocalyptic intent, but if it's the intent, the dialogue should still be punched up a bit and made a bit less stiff and clinical. The script feels like the words someone would use in a script, rather than either natural dialogue or natural writing - one or the other would be the way to go.
Leaving the script aside, the "game" itself could also stand a brief "final revision". I typically don't mind a bit of backtracking here and there, but when the backtracking involves clicking multiple times on a huge scrolling screen, waiting for the droopy little character to trundle across before the screen scrolls enough to click again, it gets extremely tedious extremely quickly (to say nothing of the incessant CRUNCH CRUNCH CRUNCH sound of the character in question walking through packed snow). A cardinal rule of adventure games is to try to keep each scene on a single screen if at all possible. I appreciate that the developers wanted to capture a bit of distance, but zooming the perspective out to an "overworld map" style would be so much better than depicting an entire "neighborhood" at the same scale as a single prison room. There's absolutely nothing "interesting" in between point A and point B that warrants such close zoom - no background fluff to click on and get a cute little scene-building dialogue reaction, and of course nothing particularly interesting to look at.
Finally, the story itself is "told" in a labyrinthine mix of tangent-dialogue, soliloquies [violating the Show Don't Tell Principle, but ehhh], and scraps of paper / journal entries which are presented rather non-linearly; confusing to form a narrative from and quite easily forgotten. This impacts the ending somewhat, as it makes it pretty hard to figure out exactly why the various characters in the ending emphasize the little details they do. I'm not someone who demands compact, simple, everything-explained scripts (for instance, I quite like how the game left a certain element - which those have played it can no doubt guess - pretty much a zen "so, this happened") - but, on the other hand, figuring out the various in-world factions, and the various characters within those factions, and what said factions did to other factions, and the little dramas and personal conflicts in between said factions, is pretty critical to understanding the ending beyond a surface-level "oh, yeah, this guy was a _____, I knew that was coming since the midpoint" -- but figuring that stuff out involves piecing together a handful of paper scraps and non-linear breadcrumbs.
So basically what you're left with is a moderately interesting setting, some random Adventure Game Style Puzzles (USE [INVENTORY] ON [BACKGROUND ITEM], ad infinitum), and some decent atmospheric music all brought down by a heavy-handed "rough draft" script, tedious backtracking, and characters who - mostly as a result of the unpolished script - are pretty hard to give a shit about one way or the other. If one digs a bit, there's easily the makings of a game worth $5.99 here, but what's on display isn't that game.