I wasn't exactly expecting to have fun while heading into it. I liked the premise, but my opinion on Age of Decadence is that it was an interesting experience, but not exactly a fun game for me to play through. I think I called it an "adventure game where you pick all your items at the beginning", to disagreement of some esteemed codexers. It left enough of an impression that I had been waiting for CS ever since it was announced, though, and grabbed it as soon as it appeared. I still approached it with the mindset of going through an auteur experience - which I think might have helped.
Enough has been said about the graphics, so I don't think there's any merit in going over those in too much detail. I've occasionally had difficulties figuring out what was background and what was clickable and how to get to certain places, but I think it was at least partially dependent on the lighting conditions I was in, which mostly weren't the best.
I must say I loved the music, though. There wasn't too much of it, but the combination of sentimental guitars and winds worked well. The occasional western-y themes fading in and out were an amazing fit, despite sounding like they shouldn't be.
The story had a fun premise, but I think it sabotaged itself a bit by setting up expectations of providing something different than it eventually delivered. The beginning seems to suggest that you'll be playing grand politics and ethics management in a semi-open world through the game, but at the end of the day, it's an SF journey movie, with occasional Vancian politicking serving as adventures of the day. I saw opinions of the game feeling unfinished, but I don't think I agree - it just naturally becomes more focused by the end. You're supposed to travel, becoming sort of a (Anti)Hero of the Ship while at it, not spending too much time in any single place. I spoiled myself of the twist, but I don't really think it popped in gameplay - althought it was a nice one. I liked the theme of how being a slick bastard lets you save your skin over and over again, but that violence is necessary to achieve your actual goals. It did feel like a good portion of the character sheet went unused, though - the initial questionnaire checking what does your character believe in seemingly served nothing but to fill out a few useless dials.
When I played CS for the first time I went with the "proper" difficulty level, but wanted something easier the second time around. Things ended up feeling too easy on the Hero difficulty, though. Ideally, I'd take the underdog combat difficulty level, with the hero character adventuring mode, so that the combat would require some effort, but with the game world providing enough options for the player to play with and avenues of exploration.
Since I played as a smart, charismatic problem-solver, most of my character development boiled down to clicking on everything with my MC, with companions specializing in various weapon types. I tried having Faythe be the rogue of the party, but sneaking itself can solve very few problems. You need technical skills to really do anything, and you need to do things in stealth to actually level it up so the plan failed miserably in the long run. It was a shame - I liked the stealth system, and I think it was a good addition. I know that Dungeon Rats-like expansion is not planned for CS, but if I lived in an alternate timeline it would be fun to play Starship Sneakers.
Doing things felt fairly mindless, with a few trips back to earlier areas to gather some more precious learning points - in gameplay, my main character-related choices were things like whether I wanted to focus on streetwise or persuasion during dialogue, or computers versus lockpicking for doors. Still, the leveling system worked in the context of the game, and I have a soft spot for inventory-and-feat-focused character progression.
Interacting with the systems still felt odd. If I were to put why into words, it'd go something like this: utilizing my skills and observing the results of my actions felt a bit too rushed. It was always the character trying to solve the problem and not me as a player, and the results felt a bit too immediate. E.g I sicced the turrets on Shadow and his entourage, but rather than being able to observe the glorious massacre, the game world's status immediately updated to where he and his team were already shot to hell. Similarly, convincing NPCs to do what you ask of them leads to instant results. At the same time, I felt I had to guess what were the possible solutions that the development team had in mind, without knowing what might become available in the future. E.g I did try to set up the independent Pit as well as I could in the early-to-mid game, but was then saddled with a quest to get it to submit to my faction. It feels like in Fallouts there'd be an option to discuss it with the folks in charge; being unable to find any conversation options suggesting that it was possible I've done what I felt the game required of me and debated Jonas to hell and back, only to read afterward that it was actually possible to finish with the independent Pit.
Pistols proved to be pretty meh, same thing for SMGs (although the energy ones carried me through a few, difficult fights). Rifles were the workhorse of any encounter. Melee felt a bit underpowered, although I did focus on blades with consensus apparently being that clubs are a bit stronger. There was a wide variety of encounters, with a bunch of them feeling unique. I think the one I liked the most was the Monks trying to intercept my faction trying to move the thing through Hydroponics - it would've been a treat on the higher difficulty.
One odd addition mechanics-wise was the grid-based inventory, which felt a bit superfluous seeing how it was bottomless at the same time.
The game world remained interesting throughout my playthrough. I liked the visuals of the Heart a lot. A few story hooks felt unexplained to me (why do the mutants believe they'll be able to handle settling on Proxima well after getting accommodated to the radioactive furnaces of the Ship? I did not buy the explanation of the leadership of the Ship as to why not to reveal the big twist during the Mutiny), but this didn't impair my enjoyment of the game or the believability of the game world. It's a shame that the zones you visit don't change a bit more, no real new quests appear, etc, but this plays into this being a focused experience after all.