Hey RC! I gave this another go, and I used my tricks to externalize textures so they load from disk and compressed audio down to 64k bitrate ogg--and while that got the datafile down to ~740MB, as you can see from the image this game still demands a ton of memory. You can reduce this footprint by splitting the soundtrack options into their own audiogroups and loading/unloading them as needed, although I don't know how much of the RAM usage is due to audio. There is also a crash:
gml_Object_obj_cutscenemanager_Draw_64 (line -1)ERROR in
action number 1
of Draw Event
for object obj_cutscenemanager:
Variable Index [0] out of range [0]
at gml_Object_obj_cutscenemanager_Draw_64
This crash is due to using an android runner--android is more strict about array indexes than Windows. If you don't plan to support android it doesn't matter, but if it's something you care about then I believe the arrays used in that Draw event need to be properly initialized before being accessed.
Glad to see this is still receiving updates!