The game idea looks to have a lot of potential but some features/changes you might want to consider (I only tried the demo but found some parts frustrating):
The AI Pathing and Pursuing needs to be improved. Instead of the difficulty stemming from how many enemies are spawned and perhaps their random and odd pathing will hit you, the AI could be updated to actually feel competitive and like you are being hunted. I am imagining updating the movement speed to match the Users to require the User to sprint to actually build distance while risking tiring themselves out in the process. In this world one or two pursuers would actually be really scary as they hunt you down.
Another issue that the demo had was that a single assault has pretty much zero risk. The requirement of sprinting above would keep your stamina low and would therefore make a single encounter more scary. Also, you could add a risk/chance to each encounter to make progression more difficult. For instance, the attacker to put a blind fold on you (this could lower the visibility via Unity camera settings or w/e, or reduce the field of view to make eluding future attacks harder). Or the attacker could do some form of forced drugging that makes you hornier or more tired for a period of time. Or distorts the screen and switches left and right movement like you're drunk for awhile.
Another idea that popped into my head was changing the way you lose. If this was a real scenario, you'd either make it to the throne and reclaim the dungeon or you would become stuck unable to get past the enemies. It might be a really neat concept to simply have the game go until the User acknowledges escape is impossible and gives up. I'm imagining my character is absurdly aroused cuming repeatedly each assault exhausting herself, I'm blindfolded and drugged to the brim so when I have a chance to escape I keep failing to get away with each failure bringing the odds lower and lower.
Finally, a suggestion that would require a good amount of asset/designing work (everything above should fit within the current game, and Unity pathing should be pretty easy to improve) would be something like "rare spawns" that need to be avoided at all costs. They could force you into nearly impossible to win scenarios, like really intense blindfolds, humblers (for male characters), or whatever else. Really set in the panic when seen and cause a make or break type scenario.
Anyway, good luck with the game! I'll be keeping tabs on it!