I agree that money loses its value in the late game, but I think it actually makes sense. By that point, you’ve become a superstar and already purchased every item available. Naturally, money becomes easy to come by. As for those who say it's too hard to earn early on, that also makes sense—the character is a debtor looking for a new job. That struggle is what makes the game fun.
If they want to make it more engaging, they should lean into the game’s tagline: Peak City: where you can rise and fall at any moment. They could adapt this by adding events that cause passive income to drop sharply or introducing recurring expenses for assets you already own—like car maintenance, studio repairs, internet bills, or even random robberies. Being a "big spender" and blowing cash on girls until you're broke could be another mechanic.
The debt collection events are actually a good idea, but the scaling is off. Having a debt collector show up for $1,000 when you’re making $10,000+ a day doesn't make sense. We also need content rivals who provide much stiffer competition in the late game.
Regardless, reaching a point where money becomes meaningless is almost inevitable in this genre. From my experience, the only way to keep money relevant is to ensure there’s always something to spend it on. This game is unique because we play as a Starmaker top star, so earning money is as easy as being a real-life OnlyFans creator.
Personally, instead of just focusing on the money balance, I’d rather see them make the Starmaker website more complex. For instance, being able to recruit people you meet on the street or throughout the story to collaborate—offering them high payouts—or sharing half of the weekly earnings with Anna once her relationship reaches level 3 or 4, since she is, after all, your partner in the page.