There is a combat section. It's actually required to beat the demo. I am not sure how far you got before stopping.
I definitely think I am going to limit my fixed camera angle distances in the future. I can still do wide shots, but they have to be done alongside cuts to closer ones near by. It's a bit more work but yes, it does make it hard to see when the camera can be so far away.
"Some camera bug in the room immediately after this hallway room, when standing in a certain spot would make the camera start rapidly spinning" I actually put a collider above the camera's allocated track specifically that this wouldn't happen. If you notice, you can't get close to the wall in that part of the level, because if you do, the camera would spin out of control. In my testing, I didn't run into it again after putting that collider. I probably need to make the collider wider then so it really has no chance of doing that behavior. Thank you.
Pausing was actually not intended to be in this build, as it's an indev feature, along with all other features and interactions relating to it. Sorry.
Thanks for playing!