The dome gun stops all momentum when you're out and then it resumes when you hop back in, seems unintended.
Music "desyncs" from the horde timer when you pause to buy upgrades.
I was able to fire the incendiary ability while on the gun somehow.
Sometimes when you mine a tile it pushes you too close to another tile and you have to back up if you want to mine that tile.

7 chips were a bit excessing for this demo, you run out of useful stuff to buy quickly.
During some waves I felt like I was forced to buy damage upgrades which is the point of having the offensive and progression trees being separate but stopping your progression to not lose doesn't feel good. Maybe if there were things you could shoot during the exploration part it wouldn't feel like you've "wasted" a day.
Carry capacity upgrade made it much harder to carry items because they'd detach from you much more easily.
It would be better if you could attach and dethatch pickups by mousing over and pressing E so that you don't accidentally pickup something you don't want and can dethatch excessive weight whenever you want or reposition pickups to be in the middle of a path ready to be picked up as you're walking back to the dome.
It would be cool if having more than enough mining upgrades to mine something in one hit would let you mine that tile without being knocked back.
The core design works: you're upgrading things to get better at getting upgrade materials and having more time away form the base so that much is functional but it's not exactly captivating.