We got a couple of guys in LA working on the music, we want it to evolve with the situation rather than have a static playlist of tunes. But such a system is entirely dependant on the sorta time those guys have.
Well the Unity SFX engine is meant to be pretty good, but we only have some rudimentary SFX delivery system in play which is why the sounds are currently a bit meh. It's due for a rewrite, but it's a laborious and time consuming exercise and there are more important things to do first.
But we will of cause explore using pitch shifting and reverb to 'deaden' the sounds, which reminds me: I'd appreciate any information you could find on making sounds more 'spacey' i've looked at underwater articles but they ain't quite the same.
This is how I envisage things ending up sounding, cool looking game also: