It looks very interesting.
I got some good ideas for my own project just by looking at the screenshots.
I'm also making a 3d graphical version of a roguelike, pretty much at the far end of the spectrum of roguelikeness, i.e. not very roguelike.
I think it's interesting to follow the arguments about what is or isn't a roguelike, it's similar in a way to other genre defining arguments, like what makes a detective story or a horror film.
Ultimately though, I think that genre conventions can be useful, but they can also be too constrictive, especially when it comes to technical considerations. In 50 years time do we still expect that roguelikes should be restricted to ascii graphics? And if we can accept roguelikes mutating to include 3d graphics engines, can we also agree that with a change in representation we might need to accept a change in gameplay? I really can't imagine that turn based gameplay is going to work very well in a first person roguelike... Perhaps at some point it requires a new break away genre to be formed, rather than another disruptive subgenre.
Anyway, on to some more useful commentary:
The map layout is good, good connectivity and the multi level sections are great.
I like the depth of field filter, though I hope it doesn't interfere with gameplay. Sometimes these kind of visual enhancements look fine for showcasing level design but don't work once you get in to gameplay.
I noticed a bit of repetition of elements in some of the smaller corridors, especially picture number 3. Do you have a way of dealing with that?
When are you thinking of making a gameplay demo? I'd suggest making that a priority. Even a reduced function demo where you run around and engage in a little combat with some simple monsters will get people to engage with the game and give you some useful feedback.