If I may throw my two cents in about the gunplay, when it's time for the next feature/mechanics update (as I assume animations and other such content is up next following this update) it would be of great help if cancelling reloads would be an option (perhaps by aiming, sprinting or such, cancelling via fire button would only make sense for the shotgun really), partial reloads for the shotgun, tactical reload (make reload slightly faster when the mag is not empty) and although I know this one is gonna be a long shot (pun intended) perhaps the spread of the shotgun could be a bit more cone-like. What I mean is that I shot a wall point-blank and the pellets were spread in a circle with a radius of half a meter. I know this is the industry standard but I've seen some other cool approaches worth looking at: in PUBG for example (at the time I last played it, over a year ago) the pellets were fairly grouped together, spreading significantly only at a distance, however this was balanced by the fact that the center of that spread would be picked randomly anywhere in the crosshair area (or be centered on where you aimed if ADS-ed) and this was a bit more reliable and realistic, and quite balanced imo, afterall the pellets shouldn't spread more when you hipfire, they should just land somewhere less predictable. Another game that had a good take on hipfire and aiming was Sniper Ghost Warrior Contracts 2: iirc it had no crosshair for most weapons but the bullet would go exactly center, so if you had a laser or knew how to aim you could be fairly accurate with hipfire (or maybe it was the Crysis Remaster, or maybe both, idk which anymore) and this is much better than the "anywhere in a huge circle" approach most games have (seriously I went up against a wall in R6Siege, shot the gun, and the bullet was on my right shoulder, that's some big deviation, 30 cm for 10mm of travel...).
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That being said, thank you for your work, the game looks and works great so far and it's great progress!