Originally I attempted to develop the game in Renpy but I'm just not good at python and I'm not that big of a fan of it in general. I also want to do more in depth minigames and systems that would be increasingly difficult to pull off in Renpy and it's definitely a bit too late to switch now lmao.
Quick saves are exclusively intended to be for the autosave at the end of every day, just there in case you run into a crash without saving, you should just use the actual save load feature for normal saving. A lot of those inconsistencies that you spoke of have been fixed in the current patreon version (coming soon to itchio) if you're seeing something out of order it's a bug and you should let me know, because as many time's as I've play tested the game I can't pick up on everything by myself.
Also yes I'm aware of the 'control' issues like rollback and stuff being weird, that got fixed in the most recent patreon update already too. I added in 'H' to hide the ui and other stuff like the spacebar not pulling up the sidebar unwanted anymore. But i'd wait for that update to come public because theres some fixes to it that had to be made for the public version that aren't in the patreon version right now (sorry patreon users, at least you'll get 0.25 early...)
I've considered maybe hiring someone to port the game to Renpy for the android version (it's riddled with bugs) and if that went well enough I could use that as the main game, but like... it'd be months of work, stalling any new content.