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Wow, thank you for such a kind and honest write-up. I'm really glad you got that feeling of uncertainty and imminent danger that I was aiming for. 

I appreciate you taking the time to try on a few different machines as it's not something I have access to test on. My thoughts are the same as yours that it is most likely to do with the d3D API versions. I used a few new features of UE4 including Virtual Texturing, which is not supported on certain cards. To fix it I would have to replace every single texture in the game, which unfortunately I'm not willing to do. I fall more into the art side rather than programmer so the crash log probably wouldn't make much sense to me. I have a GTX 1080 so I thought the 10-series would be fine. I plan to release a colour version at some point as many have missed that from the prototype so I may replace the textures then and perhaps there will be less issues.

I know exactly what you mean with the music. I had much grander plans for interactive/adaptive music but so many of the music features in Unreal are still very experimental and new to me ( the next version seems to be much more stable). I think I know what is causing the cut-off music bug too and can probably fix that when I have some free time. It's too many slop SFX playing and they are taking over the music slot, I just need to split them on different sound classes.

Thanks again for taking the time to play and for your insightful thoughts

Thanks for answering and clarifying things. Pleased to help/test anything, I'm a computer engineer degree so C++/C# it's like my second language. I do not have yet enough time to put my hands deep on Unreal/Unity thought.