Went back to this to see if the UI had improved since I last played, and it's decent enough, but man, what is with the developer's aversion to giving the player information? You try and disarm a trap: 'Failed'. Okay, so what were the consequences of me failing? Where's the message log to tell me 'Guy B got hit for 20 damage, and now he's poisoned'? And where's some indication of how close I was to success/failure? I've put literally every skillpoint I've ever had into disarming/picking locks. Did I fail to open this random cupboard twice in a row because the guy who lives here is secretly an archmage and he's used epic magic to lock his staff of power inside, or did I just roll a 1 consecutively? What's this next spell that you're apparently going to unlock? Sorry, we're not going to tell you that on the Spells menu, you have to go back to your inventory and look at your spellbook again. It's minor stuff, but there's a lot of it, and games made 20 years ago had better QoL features than this.
Other than that, combat's not bad, though there's too much of it, and too many fights so far have devolved into 'Poison/burn something and keep it perma-stunned'. Exploration is neat, but I dislike the 'Keep casting your Arcane Sight spell over and over' gimmick, and there's too much trash to find/sort through. Camping also seems pretty pointless, but I may be missing something there; I can't find the 'tiredness meter' option that it talks about in preferences (has it been removed?), and without that, there doesn't seem to be much point to stress about who's healing, who's playing music, etc, because recovery has always happened quickly and without any interruption.
I can tell it's a good game and I'm going to finish it at some point, but I get the impression that what the creator brings to the table would likely be immeasurably improved if he were to work with others instead of doing it all solo.