I'm assuming this is a merged thread OP? Was literally mentioned this page and we had a big discussion a few pages back.
I'm still waiting for the developer commentary to find out what the fuck happened with that. Andrew says that when the first chapter was written it was conceived as an entirely different game.
Why the fuck would you willingly toss such an interesting concept? The actual released game is 100% filler like he just wanted to make an RPG but didn't have any specifics in mind. It's like the plot to a niche fetish game - it exists almost out of obligation.
It's all strangely polished too.
I've actually noticed this happening a lot. Complete nothing games with really high production values.
It's like Andrew realized he didnt think anything beyond chapter 1-2 but had to make SOMETHING to convince kickstarters that there was an actual game being made. My biggest theory for this is how the freezer dungeon demo (chapter 3) that we see back years ago shown on game conventions was made just for that, because it's completely irrelevant.
Your guy follows a light to the freezer, explore the dungeon, fights a ghost and then leaves. You only meet the ghost again in an even more irrelevant haunted forest where they get you lost as a prank. Nothing here has anything to do with the brightfang gang or 1000 futures or the goblins. You could remove this entire dungeon and nothing changes.

(haha it's funny because i wasted a whole hour on nothing!)
After this i feel brophy realized he had already moved too far from the original premise so he might as well make a generic save the world from evil gang plot. And it's such a shame too because the first chapter is genuinely strong as fuck. It's ironically very subversive as it tricks you into thinking it's about the MC being depressed and not finding a job only to swerve hard into dark comedy, which is surprisingly rare for this genre. There is nothing like that post chapter 2.
Writing a story is difficult. You can have a basic idea, a beginning, and an end. The idea might even be fantastic!
The problem is almost always everything that gets a person from Point A to Point B in a coherent manner that shows progression. And then, especially when you make a game, you find out that you can kind of substitute that gruntwork with filler, so long as it is cool-looking, humorous, or referential filler. What you describe is the natural result.
To be fair, i'd argue it's fine to have "filler" in your rpg as long as it actually enhances the world. LISA is pratically 90% random bullshit but everything is well paced, funny/scary and expands the world building. It helps sell how far Brad is willing to go through to rescue buddy.
KS filler on the other hand feels like 95% of what happened didnt matter. Killing that guy didnt matter, your job doenst matter, the gym freak doesnt matter, protecting the mayor didnt matter, the mayor being kidnapped doesnt matter, the other 2 gym freaks didnt matter, beating the gang didnt matter, beating the final boss didnt matter, suddendly there is a plot twist that reverts everything and we throw the source of the problem at the moon, the end.
What i mean is a good writer can still make "good filler". Omori's dreams dont mean anything while Jimmy's dream convey so much about his family. This the minimum an rpg should do.