All right... let's have a look... I don't really want any crit in return, you can have this for free.
So an immediate thing that jumps out is that the presentation of the banner and cover could be better. The banner with the text kind of crammed into one corner too close to the edges and without an image looks a bit "thrown together", and when the title of the comic is "Real Lies", which while it's not a bad title, doesn't really say anything about what sort of comic it is, some more context given from imagery would really help attract people to read it, because the actual concept, about an uneasy team up of a fraud psychic and a demon in the 80s, is really cool. Put some thought into how you could get across "fraud psychic and demon buddy team up" and "1980s" better with your cover and logo. Maybe a more eighties font and colours would help, and a less static feeling cover with the characters interacting more, and maybe some dynamic diagonals in the composition.
Putting a character sitting looking bored at the front of your cover is one of those things that really only works if the rest of the cover going on around them looks completely wild. It's a weirdly common issue I've seen with underperforming works on Tapas. If the character on the cover looks tired and bored of being in your comic, what's that telling the potential reader? "This comic is a boring slog". You need your cover to look inviting!
Some other stuff:
Text is way too small to comfortably read on a mobile device (which is what probably close to 90% of all Tapas users read on). There's plenty of space, so you could definitely make the speech bubbles and text bigger.
The early panel layouts are often using fancy panels without it seeming like there's a good reason. Thankfully this looks a lot better lately, but there does seem to be a tendency towards panels that are almost... but not quite horisontal... like they're just slightly diagonal and it really bothers me.
If you're using a diagonal panel border for effect, that's fine, but make sure they're all either diagonal enough for it to look intentional or just leave them straight, or else it just looks sloppy.
Greyscale can be a tough sell for a webcomic, because colour is more eyecatching. In this case, I'm a little baffled as to why this comic is in greyscale, because the grey is being used as if it's colour, it's just shades of grey. If you're using greyscale for speed, it's best used very minimally just to help define some depth between characters and backgrounds rather than filling everything in in mid greys, or if you're using greyscale stylistically for a screentone aesthetic... using actual screentones, which are available in Clip Studio as well as widely online as Photoshop patterns would look more deliberate and striking than these flat grey fills with a dot pattern on. It does look like this improves later, but I still think there's room for improvement in how you use tone to define atmosphere and depth and to evoke a specific aesthetic.
Reading on a bit, I feel like the comic really doesn't quite hit the vibe of when and where it's meant to be set. It's meant to be in New York in the 80s, but the fashion and speech really feels way more like Britain in the 70s, and there's a lack of shots really showing much of the environments to establish tone and context. Look up some reference for your environments and really try to evoke the vibes of 80s New York by watching movies and series from the time set there.
The characters aren't bad, and the concept for this series, but you could have started at a much more exciting part that more clearly establishes these characters. Like imagine if we'd opened the comic with the phony psychic doing a reading on somebody, all weird and dramatic and leaving the customer walking away awestruck after handing over a wad of cash... before you show them revealing (to just the audience) all the tricks they used to just make it seem like it was a display of psychic power, like fishing line to make things float, newspaper clippings about them or something... and then we see our psychic accidentally summon a demon and get introduced to that character. It's just a lot more fun than opening with "somebody reads a newspaper and then they go from their apartment to another apartment while talking". If you're going to make a comic, you really need to use the format to show the reader visually interesting things happening, not just have a lot of people standing in rooms narrating the story with text.
The artwork is... not bad overall. The main weakness is in your understanding of depth and volume. It both makes the characters and objects feel a bit "floppy", often relying on stylistic shortcuts to avoid drawing difficult things, and seems to make you shy away from compositions that really use depth to enhance the mood or storytelling. Some time spent on anatomical studies, and perhaps even looking into using reference and 3D models would really help build your skills here.
Two books I'd prescribe for you to read and study would be:
Making Comics by Scott McCloud
Perspective! For Comic Book Artists by David Chelsea
Sorry, that was a big dump, but I think you have a lot of potential and I think you're in a rut because you've reached a growth stage in your work and feel frustrated, knowing you're capable of better, but not knowing where to start. I'm confident that conquering these things would be a huge level up.