First of all, so there's no confusion here - I'm not a dev, nor am I his representative (no one is, so don't take anything here as a given!). I'm just one of the testers and part of his translation team, so I wanted to give some insight into what is going on behind the scenes. BTW, it wasn't in the Early-Access because it's a cancerous idea (for both sides, believe it or not)
As for easy mode and your 2 cents - that's a criticism and a valid one at that (mostly). Such comments from the western audience are valuable, especially considering the future updates or projects. Don't think that I don't get you and your problems as a player. Not that long ago, I was frustrated by how one of the first enemies in a new level of Sinisistar was supposed to be defeated, even on easy (because it was hard by design, not stats).
I've played the game multiple times and can tell you that the game is relatively easy when you get the idea how to act. My description was a bit unfortunate but I didn't want to make a full thesis on how the game works. In short - you are able to NOT fire a single bullet and move through 70% of rooms without any hp loss if you are a sensible person, while there are some situations where you must use your weapon to kill an enemy or two. Of course, spawn rate might be a thing for debate in terms of future updates, especially for the lower difficulties.
Main difficulty I see here is the fact that game follows an older, harsher approach to map design and item management. Most people now aren't used to the fact that some key they've got doesn't come with a location for the place where it's supposed to be used (it was supposed to create a bit of realism to the whole scenario). Still, I agree that some additional clues might be necessary, regardless of difficulty, to avoid frustration

While the game itself is finished, there will be patches, even the ones related to the gameplay mechanics if necessary.