Ugh... The game is blatantly unfinished, that's what it is. A one man effort that ran out of indie go-go funding and was pushed scarcely half made up, into this breathing world. The guy clearly made a desperate dash to an already once pushed-back release date and ensured that, despite a measure of jank, game is relatively very stable. Sadly that is about it he was able to ensure.
Inventory-wise: you collect stuff that, Dishonored-style, gets instantly converted into credit that you can spend on precisely fuck-all. Your inventory system else exists only to store skill- and attribute-granting literature that could very well be consumed instantly, a "Canned Protein" healing item and two types hacking minigame bonuses like in Human Revolution. The rebel base can sell you some meaningless shit that you can pick up practically anywhere, like shivs or bottles which were clearly meant to be disposable items that quickly break in action, not a mainstay of PC's inventory. Through a skylight of a building in a hub area I noticed what looks like a cut marketplace, very likely a remnant of a planned actual inventory system - as is you equip no armor, no gadgets that change how you explore levels or approach missions, carry no weapons, have no augmentations or anything of the sort to spend money on.
As for level design, I reiterate: barren. Levels I've seen are simplistic and linear, no skills nor any tricky jumps/box stacking or other imsim fuckery unlock any special paths. That next mission I mentioned takes place in a warehouse/factory in an industrial district a different revolutionary group converted into a nightclub. One would think a perfect opportunity for underhung service walkways, vents, industrial halls, maze-like offices - nothing. Level was as simple as they come, with nothing to find in it. Not any lore to read/overhear and, as established, any items to relish finding (I did find a +1 Grit book, woo-hoo) - nonexistent inventory system only compounds the issue with there being nothing to look for or look forward to finding. Open floors and straight corridors with aimlessly wandering hostiles and fuck all between them.
My thoughts went back to exploring Sarif plant in HR, with how clever it was laid out, full of alternate paths that a player could find, even weaving them into a complete path to hostages and then the end of the level that would avoid all enemies and to all the items and world-building lore you could find there. CE has none of that and word is further levels are only getting worse, which fits with the rush-out-the-door story.
Now, the reason for PC to visit that club was to secure support of a different revolutionary group as we need their access to explosives and it has to be said that when I found those before rescuing the leader the game updated my objective and informed me I can fuck off back home without rescuing the leader. Still I went to the trouble of literally walking up one more flight of stairs next to those explosives to the boss encounter. Leader of the raid was another on the target list, but happened to be a brother of one of our members - you can talk him down (as well as fight him and, presumably, stealth knock him out), no skill checks, but instead you have to remember his sister's name and story for him to believe you and, seemingly, fight off his brainwashing - all that does though, is give the girlboss leader time to throw a steel crate at his head with lightning speed only to then complain she's in no shape to fight and ask you to clear out the level anyway. The sister makes no comment as to her brother's fate upon my return to base - not a peep.
Combat was boastfully asserted to not just be button mashing - I didn't notice it being anything but button mashing, when enemies shrug off lead pipe hits to the head to knock you down anyway, with character not always kicking when told to do so, actions happening with a weird delay, I haven't had a single fight be anything but a clickfest hoping my blows will land harder and faster. Maybe there's depth to it somewhere I haven't looked, but with how short the game reportedly is, I doubt I'll have time or inclination to master it.
Writing is... scarce, doesn't give itself any room to shine so shine it does not. I guess the upside is there's no room to be stupid either. As far as dialogue goes it is likewise rudimentary, with that club mission being a perfect example. A subway tunnel is the only way there, no side paths, just a literal narrow tunnel. A fleeing worker warns you of a raid, you walk up to a guard and you can either pass a check to make him chase that worker or fight to get past him... aaaand that's it. One liner stat check and he runs off so you can proceed further down the empty corridor or you fight. Mind that you'll have to go back to fuck him up anyway when the leader lady asks you to clear her club.
As mentioned, there is likewise no lore about. No books to read about the circumstances that forced us to leave Earth, no story of how this new World Government came to be, how this class society was founded, nothing about how the station was constructed, nothing about our exploration of the planet below or maybe something about our efforts to terraform it so we don't have to live on a space station or about a conspicuous lack of said terraforming as means of keeping control. Just throwaway, fuck-off lines about "we left Earth, we hibernated, now space station with ABCD citizen classes and oppressive government, go do revolution". That's it.
So in summation, what you have before you is a game made by someone who had a vague idea of what made Deus Ex good, but had neither money, time or skills to make a game for which he haven't thought out a setting, lore, level design, character system or gameplay. It is a skeleton of a game. I'll leave up to you whether you want to pump money into this guy's operation on the off-chance he'll put meat on that skeleton. It had just the faintest glimmers of good ideas and design in some areas of the game, so if you're willing to chalk it up to lack of funds and time maybe you ought to give it a chance. Personally I'm passing and waiting for Core Decay to be my next great disappointment.