I like the setting, art's good as always, should make for a good playthrough down the line.
And while I appreciate having all the systems in place and locations marked out, locking out most of them makes for a tedious first-time experience, where you're just wandering from place to place going "Oh this isn't in the game yet. Or do I have to come back to this later? Dunno what currently unavailable really means."
Would help a lot if the dev took a step back and accounted for how things would feel to a first-time player. I did some weapons training, wasn't sure what changed, then checked the stats and saw that dex had gone up by 1 point. A popup to that effect after the training would have been useful - standard game practice, honestly.
Got a box of medical supplies to deliver to a patient. Standard quest, except the recipient's room hasn't been marked anywhere on the map. Because of the opaque nature of the game state, I'm not sure whether the quest is incomplete, or something else needs to be unlocked to complete it.
Map could definitely use some quality of life upgrades. The layout is unintuitive at the moment - have to click all the way at the top-left to open the tablet, the different floors are at the other side on the far right, and then back in the middle for the floor plan to go to the right room. Move the floor list to the left, and the amount of travel the mouse has to do is drastically reduced. Also, considering all the rooms are marked out in the floor list, why not allow people to simply click on the room right there in the list? Would make the floor plan a bit redundant, but aesthetics over functionality is rarely a good trade-off. Finally, if you're leaving a room, the map should be brought up by default because there's no other action that can be done in that scenario, so making the player take an extra click is unnecessary.
Good luck with the game, hope all the minor issues can be smoothed out.