I'm still waiting a leak.
Seems like you've been waiting quite a while.
Was playing this some more recently. I picked up the beta access a while back. It's quite good for a coffee break kinda roguelike. It has a ton of content, and the differences between the classes and dungeons provide quite a variety of strategies that keep things interesting. As an example, I recently unlocked a new class by defeating one of the most difficult dungeons with 3 different classes. The dungeon has 2 bosses, both with a lot of hp, but the second boss does less damage and has more hp, and neither had the kinds of special abilities most bosses do. But they both dealt magical damage, as did a bunch of 'bodyguards' for the second boss. So here's how the 3 runs broke down:
Vampire run. I converted several glyphs to increase my lifesteal passive to the point that it healed me nearly as much as the final boss could hurt me in each exchange. This actually made things pretty easy and straightforward, though the first boss did much more damage and forced me to burn some very powerful consumables to defeat him, especially since I was lower level vs him than vs the final boss.
Crusader run. The premise here was that the crusader has curse immunity. The body guards have the curse passive, which means if you kill or get hit by them, you gain a stack of curse. As long as you have at least 1 curse stack, your damage reduction effects are totally ignored. Since I had immunity to this, I found an altar to Binlor, who can permanently raise magic resistance, and painstakingly abused every scrap of piety I could to get my resistance maxxed out. Once that was done, the bosses and bodyguards were a cakewalk, since they all do magic damage.
Berserker run. The original idea here was similar to the crusader; except instead of curse immunity, the berserker starts with 50% magic resistance. So I just needed to use a god to remove the curse stacks for the final set of fights. Alas, I didn't find the required altars. The other way to remove curse stacks is to kill a non cursed monster, which removes one stack per kill. I cut things very very close here, since I was forced to use a lot of the weak monsters up in a level up catapult to kill the first boss. I just barely managed to get uncursed for the fight with the final boss. Of course, this time the shops were brimming with sources of magic resistance, which was totally useless to me since I met the cap easily with my base amount+ a Tourag altar. Also, on this run I brought along a scroll for destroying a single wall, which let me skip two of the bodyguards and avoid getting a lot of extra curse stacks.
During some other attempts, I also tried some interesting strategies like teleport-swapping on the subdungeon with the final boss to avoid having to fight any bodyguards at all.
And all that was just from different attempts on the same dungeon. There are about 30 dungeons, two dozen or so of which have unique gimmicks like the guard extra boss on a sublevel here, or the dungeon where killing enemies causes walls to spawn creating a mazelike layout that eventually traps you unless you have means of destroying walls, or another dungeon where a bunch of enemies are 'illusions' which can either be destroyed normally, with the aid of an item that grants 50% magic resistance (which is what they deal), or by sacrificing said item to convert them all into entirely different enemies. The bosses vary a lot too. Like the animated armor boss that has 50 stacks of death protection, so he revives with 1 hp every time he is killed, losing 10% of his attack power. But he has corrosive attacks as well, so eventually you take significant damage even though his base damage is only 3. Another boss blinks every time you hit him, summons plants every time he takes damage (and the plants are annoying as fuck) and revives into a second, different form after dying once. Another boss heals himself by drinking blood pools left behind by monsters you've slain.