Great modeling work, made even more impressive within the context of building a game around them on such a tight schedule.
It’s solid design how the married genres of anomaly detection and grid combat are linked by the shared resource of tranquility so the player can build tension or compensate for their poor performance on one with a clutch/manic performance on the other. (Even though for this version the anomaly positions were static so it only works once, I mean more at a concept level).
If you were to expand on this project, as feedback I’d suggest pausing tranquility dropping during important dialogue. The first few times I made it to Buffson I had to skip the conversation because I was at single-digit tranquility. That may be an intentional design choice, but in that case you would not be able to rely on it to deliver any crucial information to the player.