Caution, some spoliers in my review.
I really enjoyed the atmosphere, ps1/retro graphics and that things are left to your imgination as to what happened. Such as our character jokingly wondered what the meteorite tasted like, and then the high likely our coworker ate some of it. Does this 'thing' have some sort of psychoinfluence on us? Compelling thoughts of consuming it, thus leading to infection?
I really loved the resident evil reference/look of how you 'inspect' things (like our journal or a corpse), I'm surprised I dont see that style more.
I will say the ending sequence inside the lab but also snowmobile kept me on edge. The lab sequence feels a tad weird since it's such a small space. It leads to the claustrophobic/unease you feel inside the lab, but you also don't have too much counterplay dealing with the monster.
I like that closing doors can buy you time to hide/get away to regain stamina, but then you don't really have any places to hide. Some spaces are just dead-ends, and if the monster walks into the room it's going to see you. Having a locker, or similar, to hide in would allievate this problem (although, I think that mechanic is overused/has its own issues).
I think a bigger, interconnected space for the lab would allow for more use of the peak mechanic while having less dead-ends/rooms where there is nowhere to hide. Ideally a place the player could safely lean to visually check 1 entrance of the room but wouldn't give you cover from the other entrance.
Overall, I still really enjoyed the game and interested in seeing what else you cook up! Also I give my suggestions as a non-game dev, so take with a grain of salt!
My playthrough as the 3rd game of my video: