INFRA puts you into the boots of a structural analyst on a routine mission. Quickly though, your task turns into a fight for survival, all caused by deep-rooted schemes of the past. Your tools are simple: your camera and the wits to navigate a labyrinth of debris.
It's good thing that you have your flashlight.
Yeah, since power of cascading failure and blackout are too devastating.
If your point here is that it's too dark, then I'd agree. Could just be my monitor, but this is getting close to Doom 3 darkness. Now, I don't know the game play dynamics (as in you can or can't use a flashlight while also using the items shown on the later picture), but there there does appear to be a battery level for the flashlight. So as a developer (and again this is just based off of my knowledge, and is in no way bashing your work, it's truly amazing thus far), you should implement some way of alerting players to conserve battery in darkened areas, and possibly allow an optional quest to find emergency lighting in those areas. There is truly nothing more frustrating then being stuck on a puzzle in darkness, especially if the flashlight can't be used while using a different item. I respect this project and it all looks wonderful, so I trust you guys know what you're doing, but I thought I would throw in my two cents on the matter of darkness and game play.
EDIT: I just read the former pictures comments regarding lighting, and it seems like everything here is fine. However, my point still stands :) best of luck guys!
In those maps where the grid has failed player can find and start some generators. Also there'll be some emergency lights in not-so-abandoned-buildings.
Sounds perfect. You've got all the bases covered.