Honestly as much I loved the opening ambience and how well this nails the feeling of being in a derelict server the leap to a full on narrative with a bundled-in arg felt like it defeated the entire atmosphere this had strived to develop, removing all the mystery and desolate wandering in favor of a plotline that -- while undeniably interesting and emotional at times -- didn't make sense with the initial premise of "playing on a bunch of servers people have moved away from," and, if anything, made the experience far more dissonant as a result, since it stopped being clear why the empty fps element even needed to exist in the first place if the main narrative could stand fine without it.
I guess to put it more simply, I don't see why this story needed the empty server aesthetic when it was barely about that beyond the opening and -- going off my own experience retooling narratives to better fit what I was trying to say with them -- could've been told more effectively without it, since the empty servers only served the purpose of being a barebones (and quickly superseded by the out-of-game arg elements) interface for players to access the rest of the story, rather than something that felt like it flowed and evolved with it. You could switch the setting out for any other multiplayer game and it wouldn't feel any different. That plus -- with how much the narrative is relegated to the arg by necessity -- it becomes way too barebones and loses the impact it could have if the game was wholly focused on it, since we get too few snippets to make it feel distinguished from any other horror media about loss and decay and too little to actually connect with the characters over.
I should note that I do respect the amount of work that was put into this a ton and, overall? I did love playing it. It just felt like the focus was too undecidedly split between the story about the couple and the open-ended atmosphere the game premised itself on, with the inability to dedicate itself to either one (a game only about the vacuity and mounting, inexplicable terror in an empty, borderline ephemeral setting vs. a game about a character's failure to move on from loss) for the strengths both of them carry to come through.
(sidenote I do think there's a way you could couple them together, since abandoned locations [however digital or physical] lend themselves perfectly to themes of loss, but it'd require a radically different approach to what the game currently offers)