I don't know if you had ever seen the developer log on your browser, it's filled with errors but I wonder if enemies being spawned being considered an error is intentional

After killing around 30 enemies there's also these logs that make me think something is supposed to happen but it just wasn't implemented
FMOD returns error code 37 (FMOD_ERR_INVALID_PARAM) executing createDSP PsychofindTheAnomalyBUILD.loader.js:1:1272
FMOD returns error code 36 (FMOD_ERR_INVALID_HANDLE) executing addDSP PsychofindTheAnomalyBUILD.loader.js:1:1272
FMOD returns error code 37 (FMOD_ERR_INVALID_PARAM) executing createDSP PsychofindTheAnomalyBUILD.loader.js:1:1272
FMOD returns error code 36 (FMOD_ERR_INVALID_HANDLE) executing addDSP PsychofindTheAnomalyBUILD.loader.js:1:1272
FMOD returns error code 36 (FMOD_ERR_INVALID_HANDLE) executing setRelativeAudibility PsychofindTheAnomalyBUILD.loader.js:1:1272
./Modules/Audio/Public/AudioSource.cpp(1585) : Error executing dspHead->setRelativeAudibility(relativeAudibility) (An invalid object handle was used. )
PsychofindTheAnomalyBUILD.framework.js.gz:10:37327
FMOD returns error code 36 (FMOD_ERR_INVALID_HANDLE) executing setRelativeAudibility PsychofindTheAnomalyBUILD.loader.js:1:1272
./Modules/Audio/Public/AudioSource.cpp(1585) : Error executing dspHead->setRelativeAudibility(relativeAudibility) (An invalid object handle was used. )
PsychofindTheAnomalyBUILD.framework.js.gz:10:37327
Either that or the sound for the stationary train tends to break for some reason at around the same time. I can still hear it, and it still changes depending on how far away I am from it. I don't notice anything that's broken here.
When I first played the game I somehow made it so the enemies stopped spawning.