I'll add more reasons as I think of them.
Name The Campaign
From the start and even after a few session I don't really know what to call the campaign. While I don't think this is a major problem I really should have done it. So to remedy this problem I am now officially giving my campaign a name. It shall be known as Umwandeln Herz: Umbra. And yes I combined both Latin and German to make it sound cool.
Constant peril is boring
The situation in the story put all the players and the people that they care about in an almost constant threat of danger. So the players do the logical thing and bring everything that they care about to the safest location. This reduces the danger placed on the characters, which destroys the point of putting them in constant danger.
In the future I think it would be better to make the players think that they are safe most of the time and then spring the danger on them. That way the danger feels dangerous.
Too much sandbox
Some might say this is a good thing but I find that having too much of a sandbox leads to too much indecision and floundering. This is related to the scene issue I am having. Basically the players don't know where to go and are not self motivated enough to do much.