No. There wasn't.
SEGA Japan, even during the 16-bit days, was extremely insular, secretive, and really didn't care about their American colleagues. Now, while the Genesis in America was doing fantastic, the same couldn't be said about the Mega Drive in Japan. Even so, by 1994 there was no public word on a successor system from Japan. Some of the American staff had dreamed-up the 32X to act as a stop-gap until SEGA Japan announced their next system and, during the Spring 1994 financial meeting, Sega of America asked Sega of Japan two very important questions:
SoA: "Sooo...any word on making a successor to the Genesis...sorry, Mega Drive yet?"
SoJ: "We have no plans on making a new system at this time."
SoA: "Any issue with us making this 32X add-on for the Genesis?"
SoJ: "You do you."
With that meeting, the meeting where the 32X was given the green light (then allegedly went from design to retail in 6-months though I personally suspect the design work & likely a prototype was well done by this time) AND the meeting where SoJ straight-up lied about the Saturn...the fate of the 32X was sealed and Doom'd. As we all know now, a short time after the release of the 32X in America, SoJ revealed the Saturn in Japan, which was quickly picked-up by international press. However, it wasn't just announced to the press, but it was announced also to SoA, and SoA realized that SoJ had lied to them about having a successor system in the works. Suddenly the 32X went from a cool Holiday purchase to a waste of money...just days after launch.
The 32X already had three huge titles at launch, Star Wars Arcade & Virtua Racing Deluxe. And...Doom. Windowed, low-resolution, farting Doom. If there was a game that would exemplify the 32X, it was Doom. A game whose only accolade at the time was being better than the SNES release a year prior (and even then it's still argued about 30-years later). Developers who were too-far-in on development to take the financial hit on releasing nothing instead opted to cut any-and-all corners possible to just get the bloody game out to retail, most often resulting in exceedingly lack-luster titles that didn't show what the little add-on could do. Major 3rd party developers couldn't bother with it as they had been informed about the Saturn and knew the 32X was obsolete hardware well in advance.
Public reception was worse. A contingent of die-hard Sega fans loved the 32X straight away. But most consumers recalled the Sega-CD add-on and all the initial promises for that device that never bore fruit. Further, how the CD had a few good games, but by Christmas 1994 it just didn't have enough to warrant a purchase by the masses. If the public wasn't interested in the Sega CD, why get hyped over yet another add-on? Most of the public backlashed against the 32X just for being yet another expensive add-on to further separate the Genesis consumer-base, while SNES fans waived around their special ROM chips and laughed about not needing waste of plastic doo-hickeys - aka the CD & 32X.
I cannot put enough emphasis on the importance of the Doom release here. Star Wars Arcade was a great game, but it was never going to appeal to more than a niche audience of both Star Wars & arcade fans (which back then was admittedly pretty large - far larger than today thanks to Disney but that's another story). Virtua Racing Deluxe had it better, especially as the Genesis release was astronomical in price. But the negative public reaction to Doom 32X, and how it shaped the reception of the 32X as a launch title, was bad. Doom 32X was a joke. PC gamers looked at it on the 32X and scoffed. SNES players looked at it and scoffed while commenting that their game looked nearly as good and sounded much better. Genesis owners weren't interested in buying new hardware even for a game with its pedigree...because it just wasn't a good port. And, with the announcement days later of the Saturn...
tl;dr: The 32X was Doom'd before conception.