Game is ace. I got sold on the game when I got slaughtered by some bog-standard zombies in the demo for breaking formation. Fights can go badly rather quickly if you’re not careful.
Combat is similar to HoMM3, in that it takes place on a grid and is turn-based, with turn-order being decided by initiative. There are also zones of control; friendly fire by archers; fatigue, morale and armour mechanics, with an injury system on the way. The troops themselves are single characters that you level up, rather than troop stacks, and you don’t level up the ‘hero’. Same goes for gear. You don’t kit out a hero but your mercenaries and what gear they have decides what skills they have. That’s one of the things I really like about the game, since it incentivises switching between weapons as the situation demands it rather than always using the same things.
The overworld map is where you travel around in real-time (with pause, if needed). There’s a day/night cycle that affects travel speed and visibility, plus traveling takes up money (mercenary wages) and supplies. Running out can mean desertion. There’s no base like with HoMM3. You can recruit mercenaries in towns and get supplies, but those are locations to visit rather than bases you control. This also means that losing all your mercenaries in battle means game over (though you can try and flee during the battle). Towns are also where you get contracts, which are your main source of income, and can get destroyed by enemies. There’s also a lot of emphasis on exploration, with enemies and sites that aren’t towns being hidden from you until they come into sight. You can also get ambushed in this way.
Right now the story is fairly bare-bones, but the developers plan to expand on that with there being a Great Enemy for you to fight that grows in power as the game progresses. However, the emphasis is on replayability, so while there will always be a ‘Great Enemy’ that tries to sweep the land, which one of the factions it turns out to be will vary per playthrough as it’s the natural result of the interaction between the different factions. You can also knee-cap it by disrupting the factors that would allow it to gain power.