I didn't have any problem with a lack of sound myself. I didn't really notice it to be honest, and felt the ship was fairly ambient as it was. I agree it could've been improved, though - this game's clear goal was atmosphere and in that regard it only really... kind of succeeded.
This is the part where I discuss the game, and since I've beaten it this WILL HAVE SPOILERS YOU HAVE BEEN WARNED. Heavy endgame spoilers will be marked separately, though.
One thing that I think did a lot for the atmosphere was the limited movement. This was especially interesting coming right after the podcast that discussed Resident Evil's deliberately tank-like movement. The whirring sound the robot makes gets grating sometimes, but otherwise I like how they limit you in the way they do. I just wish they had kept it that way for cutscenes... it never really succeeds in adding as much dramatic effect as it should, and there's never a time where you REALLY wish you could move with less limitation. The scene in the medical bay, in particular, I feel could have really benefited from the control issue if they had played it differently.
Another thing that this game did very interestingly was the general lack of direction. This does a LOT for the story of the game, pushing home the idea that you're an amnesiac, but also deters from the pacing somewhat. Case in point is where Austin is stuck - I also had trouble around that part because, quite simply, it wasn't clear what to do next. Most of the game manages fairly well, but there are definitely times that it suffers.
I also feel that the choice to use prerendered cutscenes, or cutscenes at all, hurts the overall experience. The best parts of the game are the moments when you're in control but feel helpless (ie when the ghost appears in the doorway or when you're attacked by the robot), and if they had portrayed all the cutscene actions in a similar way I feel it would've worked in the game's favor.
Unfortunately, that would've taken away somewhat from another thing I think the game did well: injecting personality into its limited characters. The AI that dictates things has a lot more personality than I would've guessed from her being, well, an AI, and the robot you control also shows quite a bit more than I would've expected. The robot's personality would've been compromised if they had nixed the cutscenes, though... which I'm not sure would've been a bad thing in the end because ENDGAME SPOILERS, HIGHLIGHT TO VIEW that would've helped further drive the idea home that your character and the robot were one and the same, and thus would've pushed the resolution further into your hands and emphasized the twist. On the other hand, the fact that the robot "takes control" at parts also somewhat emphasizes a potential "canon" personality for your character... END HEAVY SPOILERS
Speaking of the endgame... SPOILERS SPOILERS SPOILERS I really liked how they did the twist int he end and how it played into how you as a player were playing the game. I have all kinds of love for games that manage to use the player's own experiences to impact the story, and the twist played out exceptionally, really reminding me of a particular twist in 999. If you've played that game, you know the one. And if you haven't, um, GO DO THAT IT'S BRILLIANT. SPOILERS ARE DONE NOW
Overall, I quite enjoyed the game. It was short, but what it did it did fairly well. I just wish that it had pushed the possibilities for atmosphere and storytelling a little harder - it felt like a game that didn't want to have modern video game storytelling techniques imposed upon it, but did anyway. Also it could've stood to be longer for the pricetag, but I think it was fairly solid for what it was.
On a non-storytelling note, I wish they had done things a little differently with the space leech stuff. I liked that they were hidden about and the noise they made made them much less annoying to find than they could've been, but I wish they had given you some kind of tracker late-game. I beat the game and had two left to find, so I was left trying to comb the entire ship 9not a huge area, but still) trying to figure out where the last few were. Just having a hint telling you which rooms the remaining ones were in would've worked wonders, and made since in the context of the game.
On a side note, the atmosphere of this game really reminded me of the Zero Escape games. We should totally do 999 for a bookclub game sometime... what an utterly amazing game.