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Thanks for playing! Which version are you playing on?

With medkits you have to be more precise about which form and while doing what.

The conveyor bug is known. For now you can use use interaction button 5 to skip animation as a workaround.

I don't think servitors can grab you through a wall unless you are playing on older versions and alt tabbed while they were detecting you. Otherwise some rare physics bug that can't be solved as I can't replicate this.

The puddles have low visibility only on some monitors. I don't like changing its hue, so I am still considering my solutions to this.

Whole combat will get a rework and there will be more items for it one day. Tracking mouse could be interesting!

The keycard access is now visible on the doors with the light indicator. I believe it's sufficient. I have a script for opening doors, but I don't like how it behaves so I'll keep it like this for a little big longer to gather more data.

Yes, as in the patch notes, the setting to tweak transformation speed will be there. I suppose multipler for the overal transformation could be added as well.

I don't plan any easy mode for after the demo. It's just a temporary endpoint.

How about a harder outline for the puddles? It doesn't necessarily need a color change, just some kind of visual distinction from the environment. It could also be a setting to toggle on or off. It could be a case of on by default and something you could disable if you wanted a more difficult experience. I'm by no stretch dictating, just offering a few hopefully easier-to-implement ideas that could satisfy the ask without compromising your vision too much. 

A lot of problems come with the puddles being integrated into the title map, so I'd have to move them out of this first to do anything meaningful with them. And the second problem is that puddles appear perfectly fine on my monitor and my laptop and it's just an issue on some displays where color range doesn't capture it at all and they blend almost completely. Regardless, any solution that visibly modifies what a player sees would be disabled by default.