Hey great work, your screenshots look great! One crit though, most of the screenshots seem to suffer from darkititis (too dark). Granted yours is way better than most dark FPSC games, but still.
Here are some suggestions about the lighting (I normally don't do this but your game shows a lot of promise)
It's fine to have dark environments but the places where it is lit should always be clearly visible. After a short while, darkness gets really boring and annoying, no longer scary. Having bright places helps make the dark places seem darker. Lighting-wise the screenshot I like the most is actually the one with the lightbulbs on page 3.
A great example is Dead Space. Really dark game but there are plenty of places where things are clearly visible (some rooms are even really bright which works amazingly well in that game). Maybe you could do the same thing, have some rooms that are really bright, places where the outpost isn't relying on backup power or whatever. Or else in the places where you do have lights, make them really bright. Remember, low-contrast = monotony = bad, especially in an all metal environment where you have limited colors as it is.
Besides, there's no point in having amazing environments if you can't see them clearly.
I attached a screenshot of a WiP of mine. It's not in FPSC (I'm using the free version of Unity, can't live without the real-time previews) but the same ideas still apply. Color theory is extremely important, note the colors I use, contrast etc. (orange lights vs blue lights, red pipes vs green creature, bright lights vs dark shadows, contrast is the key to everything).
You've got the environment down pretty good, the only thing you need now is equally good lighting and you will have one of the better looking FPSC games around. Hope this helps!

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