Ok, I played up until the end of the first day, where I got stuck on a gym unless that's where the game is supposed to end. Some points I wanted to talk about:
-The main concept is interesting enough, but it's still really rough around the edges. The writing is pretty bland and the pacing is not that good either. I'd rather have the tutorial be more related to the plot instead of just being dropped straight into fights.
-I can picture where you are trying to go with the combat system, but it lacks lots of polish. Here's a suggestion: You mention that enemies have attack patterns and you should look out for them when you fight, but the first fights are too fast and quick for you to have enough time to know unless they telegraph the patterns. Have the voice in your head tip you towards said patterns during the first fights so you can tie together the story point and the mechanic in these first combats. The voice can go like "these robots have seen better day, see those knees, they are overtaxed, they'll punch up, guaranteed" or something like that.
-On the topic of mechanics, I find that it's both too much and too little. What's the use of having two different types of high, middle and low moves from the very beginning? It would be simpler to just provide the player with three moves and the three defensive moves and let the extra attacks be something else they learn later. The haul system to delay the opponents moves also seems pretty busted from the very beginning, with you taking 3-4 attacks before the enemy can have just one move. Have the delays be more of a reward for being able to guess when to attack rather than just being a guaranteed delay on hit. Or maybe increase the threshold of haul to get a turn delay and double the haul when you get a good hit read.
-The stats screen need some work too in pretty simple aspects. Just tapping left and right spends 5 points when you have stuff like 6 or 17. Standardize the points drops or lower the values. Also a small bug on that level up screen, when you select the stats windows and tap left and right quickly, you get some extra points. I managed to level all my main 4 stats to two just by tapping left and right.
-The story itself is pretty straightforward, but the dialogue needs more oomph, more urgency earlier. The part when you steal from the warehouse was a good idea, which gives an example of the activities you can do during the day. Needs better dialogue and maybe some set-ups in extra scenes about what the plot is about.
-Some minor QoL stuff too. When you choose system, your cursor starts in new game, so if you accidentally double tap, you just start a new game, not even goes to the menu. I'd recommend defaulting it to save game. Same thing happens when buying stuff from vendors. Just an extra window asking you if you want to buy X before just spending the money would be better
I see the skeleton of an interesting game here, but I think you need to figure out what do you want to focus on first. Maybe sit down with the combat system first, get the proper balancing and such better and then you figure out more RPG stuff like day systems and branching dialogue trees that are just used later in the same conversation anyways. I wish you good look either way.