-Pressing 2 to go back to menu is broken for some reason. Two times now, I press it after starting and my mouse is invisible and I can't press anything.
-At the first door, you can open it while standing in its corner to make yourself clip into the ceiling(?). Wasn't stuck luckily. Though usually it just clips you through the door.
-Most containers have a perfect white square in the first slot, it's strange. Also I feel like there's more missing models than I remember, like white blocks for beds and some shelves with white instead of textures.
-Up attack on rapier seems to just be a normal slash?
-I went alt tabbed for awhile. The scream ambience plays several times in a row, making it sound more fake I think. Some more variance in the scream would help.
-I just killed a man, felt fairly natural I think. I notice that while you have directional attack, you can't directional block. I feel like that would be more in line with the system of caring about direction of attacks. Maybe too annoying.
-While breaking crates is fun, you then have to be wary of using them for other things. For example, at the 'alt to dodge' prompt you have a doorway blocked by crates and a slanted bookshelf. But the crates are invincible for some reason, which makes it little better than an invisible wall, because you have now put doubt into the player that oh, some crates are just invincible for no reason I guess and I need to assume the design intent instead. It's even worse because this was the first room you had to break crates to even enter, so obviously the player will try again. At least make them steel reinforced or something.
-I got to the end of the demo, mainly cheesing the last enemies with how deaf and numb they are. I jumped at the sign which said this is the end, but I didn't notice the hole so oops I fell off the map. The combat seemed on par or better than last time, I think I prefer the smaller weapon since I remember the claymore hitting the walls all the time.
-I am going through again, I notice a combat bug. In this image I attacked from left to right, which should hit the archway wall(and it does make the ding sound), but it allowed me to hit the enemy on the right side of the wall anyways.

-Rendering wise, it looks like you got it good. I remember strange purple pixels and the tiled floor texture being all messed up in the distance. Much better now. Main thing I see is how chandeliers have a fairly big yellow highlight that flashes while you walk.
-Purposefully went into the 4v1 courtyard, it's too overwhelming in the open but the archway as a chokepoint helped. However it was half easier due to AI buggery, 2 of them got stuck on the sides of the stairs in front of the archway. And earlier, an enemy was stuck on a door until I ran into the room.
-Mouse delta on how long until your weapon direction changes is fine I guess, though very occasionally it caused me to accidentally do the wrong one. I think I wasn't aware that if you move slowly it isn't as reactive.
Game seems better, sans UI. Keep up the good work.