There is no morning after Friday, the screen is waiting in darkness
It's not just Friday, anytime the player doesn't find some quest he was supposed to do that day the game locks up. There is no indication of this given to the player and many of the quests that are needed to progress are conditional on finding interactions that don't always show up.
I reloaded the game more than once and found NPC interaction that weren't there in same place and time that were there before.
EDIT:
I don't understand how it's this bad, Unity's scripting is designed for people who have little to no coding experience. The only explanation is that there has been no error checking or play testing done at all. I admit, I code monkey for a living so I am a bit biased but thats exactly why I know how dumbed down Unity's scripting is. It's very easy to add a catch or if else statement on to the sleep action which checks a list of quest related actions and doesn't let you go to sleep until the checklist is complete.
The game is in pre-alpha, there should be condition checks peppered throughout the game just for the sake of development. I get the feeling that this is made by a 3d artist who has never made any real software his whole life and gave no thought to the gameplay programing loop before starting.
An easy way to avoid this whole mess would be to just make a kinetic novel with all player choice being kept on rails, he can even keep the point and click elements, all he needed to do was force the player to be in a specific time and place and not let time progress until all options in that location were exhausted.