So I thought I might comment on performance issues people have been talking about.
Firstly I will say - It is not your computer that is the issue.
I pulled apart one of the asset files to check if what I suspected is true and what I found would make a brave man weep.
There are thousands of mesh files, many of them primitives, and hundreds of texture files - for a single scene.
This is why it takes so long for scenes to load - the HDD is spending most of its time seeking the files rather than reading them (the twist on a SSD should load vastly quicker as seek times are much smaller on an SSD.
It is also why something that should be able to be run on onboard graphics has abnormally high requirements (graphics cards will load a texture file, do its thing, then unload that texture file and load the next one, so in this case your graphics hardware is spending 90% of its time loading and unloading texture files rather than rendering).
If anyone here is a patreon of KsT's you may want to let him know that he is crippling the performance of his game by not consolidating both mesh and texture files. In this case, given the relatively low texture quality/poly count he should be aiming for 1 4096x4096 texture file per location and 1 4096x4096 file per character (using offsets for uv mapping). He will open the game up for many more potential players and the programmer he has as a goal wont strangle him the minute they look at the texture/mesh files.