Game looks great, seems very promising.
Menu buttons need some sort of hover effect, probably on click too.
I'd probably make options a priority to put in the game as it will make testing smoother for a lot of people. I really missed a invert mouse Y axis option and kept using the wrong attack because I'm so used to it in Mount & Blade. FoV option would be nice too.
FoV is too low in first person, so I only played in 3rd.
UI is too small in 4k, needs proper scaling. An example:

Interact outline isn't obvious enough I think, its possible its different depending on your resolution?
Pressing ESC should close all open windows before opening menu (I know TAB does, but ESC should too imo).
Double/shift clicking items should move them. Need a take all option too.
Empty and/or already looted containers should have a different outline, for example white for unchecked and grey for already looted. A name showing up for the thing you're looking at might be a good idea too.
Dialogue options and the dialogue are way too far away.
Pressing C while moving doesn't stop you.
I'd like some sort of character screen with all your stats and maybe equipped items. As far as I know there isn't one.
I know you're working on it but I think a save system should be priority one because it will make testing the game a lot less frustrating for testers.
Some items are too hard to see, especially for something very important like keys (if you have no other ideas some sparkles above it or something would work). Example:

Attack direction feels pretty imprecise; like it picks the wrong direction a lot, even though the indicator says the one I'd expect it to attack from.
Biggest problem I think is a general sense of "jank" in the combat that I have a hard time to properly express what the problem is. Probably something to do with your actions and feedback to them not having enough impact and reactions; e.g. impacts and blood from attacks landing isn't pronounced enough and is quite hard to see, same with parrying. Also when an enemy parries you they don't seem to try to counterattack - I just kept swinging and it works fine. But maybe that's how its supposed to be with the beginning enemies.
I played until I got the infirmary key, used it and then opened the door on the right and fell through a white opaque floor into the void:
