I've finished 5 scenarios so far, 4 on hard ironman and I think I'm done for now. The game has been pretty fun, but I have a lot of issues with it.
The setting and stories are very enjoyable. That's coming from someone who doesn't really care for Wild/Weird West. The narrator is great, even better then the one in Darkest Dungeon. I wish the non-essential characters were a little more meaningful, but it's impossible with how the game was cut into episodes.
The graphics are not great, but they're passable. The art style is good, so I can't really complain. It looks better than Wasteland 2 DC, and that probably had a much larger budget. Music and sound are nice too.
Cards, card abilities and hand bonuses are sweet. They're broken, but the idea is great.
The game is too easy. Or rather it's too easy to solve/break battles with card abilities and conservative play. The AI is weak, the best they can do is run and shoot, often leaving cover for no good reason. It will only flank when you get into a very bad position or miss someone behind you. On the top of that, the enemies don't have any tools other than shooting, even when they have a boss, even when they outnumber you, they're horribly outclasses once you get any cards and items. I remember seeing the 20hp demon prince in Graveyard Shift and thinking at least he'd do something interesting. Nope. Run straight into my guns, not taking cover half of the time, all he did was shoot a gun once or twice. First and maybe second battle of a scenario can be tricky, but everything after that is a joke if you know what you're doing. A character with 7-10hp, 100+ luck and 1 or 2 healing items is basically immortal because the AI will just hit them for 1-2 and replenish their luck. That's not even taking card skills into consideration. If you somehow screw up, you heal up/restore luck and kill with a card ability. Don't get me wrong, card abilities are awesome (ricochet shot!), but they're often also just straight-up broken.
Luck, shooting, cover and RNG (or the lack of it). It's an interesting system, but there are problems with it. Cover reducing both %to hit and damage makes "timing" your hits very important, so you don't waste turns to hit for 1-2 damage while replenishing enemies' luck. The AI is, again, too dumb to exploit it and will waste a 6 damage flank shot to hit you for 1 a moment later. Maybe some sort of a mixed system between depleting luck and RNG %to hit would work better? As it is, it far too easy to game the system.
I don't really care there's no overwatch. The game works fine as it's set up in that aspect, it encourages somewhat more active play.
The setup stage. The idea is good, the way it works... not really. I guess there are no silent kills because of balance concerns? There's no move/time limit and the enemies aren't moving so it's too easy to go wherever you want, nobody notices you unless you walk directly in front of their face, you can run around their back all you want. The card that makes the enemies ignore you during setup breaks some scenarios, like the one where you rescue the priest in Graveyard Shift.
Weapons have some really cool design visually, but overall they feel samey, you just go for higher damage. Close range shotguns, short range pistols, medium range rifles, long range one-shot sniper weapons. Still more choices than XCOM.
The episodic, pseudo-open world setup that game uses is in my opinion the worst of both worlds. The unique mechanics "minigames" for each scenario are gimmicky at best and very annoying at worst (the peon-food-hunt-heal-explore-peon-food-hunt... cycle from In Gold We Trust is the worst offender). The scenarios are way too short for the player to learn and appreciate them, and they don't matter enough anyway. Having a map to move on is pointless, it's too small and there's no time passage and no random encounters, you might as well use a list of location or scrap it altogether, just have a shop/camp screen between battles. I don't like how you lose progress on characters either (balance reasons, I know, but it's annoying all the same). Either go for open world and continuity or don't. A series of linear hand-crafted battles with no filler would work better. One huge scenario with progress, exploration, meaningful party development, character death and choices and consequences would work better.
Don't get me wrong, the game is not bad and I don't regret buying it, but it has a lot of problems and unrealized potential.