I am gonna have to be nit picky (well better me, than your early access customers eh ;p)
In the first shot, where the green effect sits in the middle of the screen, you can see artifacts bleeding through the effect.
In the first shot, to the right in the bottom, where the blue/white texture is, you can see weird artifacting (isn't helped by the JPG compression though ,p) Looks very very noisy.
In the first shot, on the ceiling, the roof tiles look very very sharp and noisy, with 1 pixel artifacts that indicate a normal map that is peaking in some direction where it shouldn't (usually solved by reducing the "strength" of each normal map color channel) making the normal map less.. "strong" (not sure how else to call it, first and second color channel of that normal map need some reduction)
In the third screenshot, it looks as if there is no anisotropic filtering on the walls (really strange texture mipmap falloff) and there is also a weird "flake" of AO near the tail.
TL;DR, it needs Temporal AA + luma sharpening, SSAA or MSAA for the best possible final look. FXAA/SMAA could work as well, or DSR... I know seeing 100 fps is nice and well, but personally I'd rather be playing this at 40 and have it look pristine and without jaggies (so DSR 2x it would be, I guess..) ;P
Aside that, (I know, that's a weird transition) it looks really nice. It just needs some polish on certain effects.. or maybe lossless screenshots with some downsampling or something... I am pretty sure the game would look a dozen times better with DSR 2x, aka rendering internally at 2x the resolution of the output, downscaled with proper filter. Did you try whether this actually works for the game? You know some people are gonna be sticklers for graphics ;P