Thanks for your feedback. This is actually my first attempt (edit: potentially second, depending on definitions) at any significant narrative like this so your comments are really nice to hear on that front.
I also totally agree that there isn't enough to do. The game would absolutely benefit from either some simple narrative branches (even if they're just illusions), or a mechanic that represents the working day that the rest of the story happens around. Nothing necessarily as involved as a Papers Please kind of game but - something.