Thanks for the feedback!
We didn’t get time to implement a volume slider unfortunately. The gas is also meant to follow you rather than gradually fill up the entire room. It’s more of an intelligent creature than just a big cloud of gas that’s spreading, so we’ll look into how to communicate that to the player.
The optimisation is definitely something we’ll be taking a look at, too, since it’s something else we didn’t get the time to really sink our teeth into. As for the network access, I’m not sure what caused that but it’s not something we intended so we’ll see if we can track that down. I’m pretty sure it’s something to do with Unreal Engine and potentially some option or dependency as you’ve suggested, maybe some sort of Unreal Engine telemetry?
We’ve got a list of all the feedback we’ve gathered so far and we’ll be taking February to sort through it and implement changes, fixes and redesigns so that should solve most if not all of these issues.
Glad you enjoyed! :)