I just noticed V0.0.3a was out, so I gave it a spin.
-The SMG's battery magazines are too symmetrical, to the point where I tried putting one in backwards by accident and wondering why it wouldn't fit! You may want to slightly redesign things so it's more obvious that it only fits one way. The visual indication of ammo remaining is very good, though! It fits the aesthetic and isn't immersion-breaking.
Also related to SMG reloading, I learned the hard way with a security bot closing in that just because it's loaded doesn't mean it'll fire until the rails are popped off with the same stick/trackpad that pops your batteries off! Cue much swearing, death, and a hard lesson learned for later sessions.
Other commenters have mentioned that the SMG ammo is oddly persistent between games, so I'm sure you'll get on that.
-The gun rotation point is more or less where it should be for Oculus Touch, but the guns themselves are still about two or three inches too high in virtual space, throwing off my natural sense of aim yet again.
They're also rather huge in general, such that I'd probably have difficulty gripping real life replicas of the guns to scale as I see them. Word is that the overall world scale perception differs a little between the Rift and Vive, which probably doesn't help matters.
-Gun smoke looks pretty neat already, and it could be a good visual indicator of weapon overheating should you decide to introduce such a mechanic. It's already been suggested as a way to balance out the pistol against the new SMG, which I only break out when there's a security bot or an overwhelming amount of dudes in a small room. Gotta make that ammo count!
-The minimap is a much appreciated addition! It's pretty huge and thus readable, but it also highlights that a Pip-Boy style rendition would need to be either much smaller or holographically projected like Star Citizen mobiGlas.
-Your AI enhancements are no joke in this version; I've actually had soldiers and bots come through doors now, so I can't expect those to silence any chaos on the other side! They don't always come through the doors in the room you just blasted some dudes in, either, so it's like they know how to flank. Keep an ear open - it might just be the thing that keeps you from getting ambushed!
Not only that, but soldiers actually kneel when shooting now, making it unlikely that you can simply duck past their oncoming fire and also forcing you to compensate for that much-needed headshot. Good touch there.
It's made the game much more tense overall, especially during one game when I opened a door out of the starting room and had like four or five guys ALL facing my direction in a long hallway, with the potential to alert even more guys in nearby rooms.
Now let's see what V0.0.4 brings... proper analog stick/trackpad movement, hopefully?