Interesting stuff, there are already quite a few systems, most seem to be OK and others at a barebones stage but it should be expected for such an early version. Overall, good foundation imo.
Combat needs some juice. I understand you are going for stat-based but some weapons at the start feel too slow, like you are swinging in triple gravity or underwater. Hit feedback also needs some love, oddly enough the animation + sound when you hit stone or heavy armor is good, but when hitting an enemy its underwhelming, just the generic sound and square blood particles. A simple test I would propose is to fuck around with the animationtree/animationplayer timescale upon hit, something very subtle can do wonders.
I probably played little over 1h, and as I found more villages and dungeons, and picked up quests along the way, I had trouble finding these places on the map when I wanted to track back. Mainly due to the proc gen, everything looked a bit the same. My feedback would be to try to add some variation and code in some landmarks with a certain name. E.g., during world gen, if you generate a village called Swordfall, try to add the statue of a knight somewhere in the village. just a little something that when later I ask some NPC for a quest and he tells me to fuck someone up in Swordfall I know it was that one village with a knight statue and I remember it was somewhere in the bottom of the map.
As others have mentioned, you should look into pre-built world for a quick playtest. You must be storing the map data somewhere and somehow (e.g., in the user folder, idk if you are using Godot resources or something else), but I don't see why you wouldn't be able to copy that and package it the game? And at runtime, if a player selects the prebuilt world you just make a copy of it to the user folder? Maybe will require a bit of refactoring on your codebase but as you can see from other comments, it would be a nice feature to have. Plus, you should also provide the ability to retrieve and set a seed for the world gen.
Flying/Levitating are debug functions, right? Are building and digging also debug or do you plan on having some sort of base building?