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Well I've seen at least one dialoge tied to this so far.
MC is worried because he's made such a large sum of money and bot reasons that as long as he won't spend it in large batches, it should not draw undue attention.
And if it came down to it she had some ideas like offshore accounts and other shady stuff

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Yeah, i got that response too, and there i already wondered, why not also add a way to stay legal, as in, just pay all the taxes etc for trading. As far as i can see, trading coins is just as legal there as it is here, if you pay all the taxes and declare everything. No reason to go shady, because the bot has nothing to do with trading (other than that you have to stream at least one time to get the link to the stonks app).

But it was more like those situations, where you go out on a date, in a restaurant, MC is already millionaire, but while she orders a nice steak, MC just sounds like almost broke and just want a tomatoe soup :( Dude, check the millions of dollars in your inventory, you can afford a steak too.
Or where the landlord tells you, that he has to kick out another family because the can´t pay rent, and you get to choose, if you want pay for them too. The landlord then tells you, thats nice and understandable, but a bad idea, because they have to pay next week too. He asks me, if i want to pay then too, and looking in my inventory... yeah, indeed, i could pay for them too for the rest of their lifes ^.^ The game just does not take large amounts of money into account.

:)

I think your issue is that you're not discerning between gameplay and narrative. Money is in general just a way for you to get stuff so you don't acquire it right away. The story implies that Anon is rather poor so you have to imagine that same thing, even if gameplay-wise he has more income. And the game does have differences in particular moments: there is at least one that I remember where Landlord rises the rent because he finds out about bot living there, so if you have less than the new amount he'll say something like "Shit, I don't have that much money!" but if you have more he says "I've got some cash on me, it's not so bad". Making dialogues and other differences for more particular scenarios takes more work and (because of that) is usually unnecessary, most people are fine with a simple recognition like this one

Think about how in the God of War series, the greek Kratos can shred through sturdy materials including literal divine armour and jump crazy heights but if there's a batch of rocks or a wooden door little guy needs to take another way or pull a lever, or in rpgs your character says "That's too expensive! But looks nice. Should I buy it?" even though he has septillion coins and the item in question is a common object to you because you grinded the heck out of the game before that moment. Those things you simply don't dispute about them

Basically, don't think too much about it. IC might add more of these small details later but it's most likely not priority. If the author said the curtains were blue, he really meant it

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Yeah, because to me, i prefer, if the narrative fits the gameplay, or that those two go hand in hand :) But the narrative in this case falls apart from day two (or whenever you are able to unlock the Stonks app), and its not even grinding, or abusing some wird unintended effects, its just using the game given mechanic in exactly the way it is intended to be used.
I know, that the title implies a dystopian world, but if the games very own mechanics allow you from the second day to not be poor anymore, and to basically solve most of your problems, then... wouldn´t i tbe nice, if there exist a tiny well hidden kind of happy end route?

Your God of War example can easily be countered by the fact, that more and more games allow you to go everywhere, to climb up and down, swim and dive, or even fly, and explore whereever you want. They take into account, that your char is strong, can climb, or jump really high, and they have to find good ingame ways to hinder the char from exploring some areas. Cyberpunk f.e. lets you rip open the locked doors, if you are strong enough. It also lets you unlock the locks, if your tech and hacking skills are good enough.
Artificially hindering the char from doing something by f.e. some invisible walls etc. just breaks the immersion, and takes away the fun, in some cases it just a massive disconnect between the game mechanics and the story/narrative.

Oh I perfectly understand your preference, and I like those consistent games too. I might be wrong but I feel like this is an indie game, devs may have good knowledge but they're most likely not as numbered (and maybe as heavily experienced too) as big companies teams. We can't really ask them complex or triple A game stuff, or at least not as everyday updates so your refutation still depends more of who is making the game. The game has around 3 years already so all you currently see was made throughout that period and they probably used most of that time to work on it. If they were to make Anon gain less, they would also need to change other things like the rent payment, clothes and robot parts prices and that sorta stuff. Maybe it's not THAT hard but it would still take a good chunk of time, time which they could use for other things like fulfilling some community suggestions, adding other new gimmicks, taking a good rest, more important things basically. I understand if your mind doesn't let those things that can ruin the immersion slip but again, imagination is pretty OP. Or like I've previously said, most people simply don't mind these details. IC most definitely saw your idea so we'll see if he does something about it in some future, it would be pretty neat if he does. But a good main ending could also easily solve most of this as you mentioned, and he might be working on it already