Good double-layered use of the theme. Decent writing and aesthetics, although the typography could be improved.
Most of the components of a good adventure are here. I think the calm room, Android manager and sedatives are the strongest point of the whole thing. I'm a big fan of "quiet horror" and I think you've really nailed that. It's a great change of pace in a game where most scenarios involve giant alien monsters tearing limbs off people. And the "metallic scream" provides a good jump scare in the midst of all that eerie calm.
The main thing I think is missing is a default timeline of events. The scenario is very sandboxy, which suits my preferences, but there are relatively few cues to the Warden for how to drive the story forward. I would prefer to see a sequence of events that the players can try to disrupt, instead of the table of random events for each day in the mine, most of which don't really relate to the central threat or serve to advance the plot in any way.