Round three! I feel like I made some real progress in this episode, mostly because of the increasing complexity of the puzzles. Two quick suggestions though, it seemed like some of the sewer buttons had false indicators as to whether they were involved with unlocking the door. Some differentiation between the two types would have curbed some frustration. Second is that atmospheric tension does need a payoff every once in a while or it starts to lose its potency. It doesn't need to be a jumpscare, but something small can go a long way to keeping that sense of dread. If the whole game builds and builds and builds but never climaxes with its scares, the player can start to realize this and just begin to disregard the tension. Still having a great time though!