It's quite deceptive this game, in that it seems ultra simple to start with, and at first you think it's going to be too barebones to get your teeth into, plus it's missing out on some conventions you're used to, and has restrictions you aren't used to. But you soon realize that both the convention-avoidances and the restrictions have been quite carefully thought out to produce a total effect that, while indeed quite lean in some ways, is for that very reason kinetic, engaging and moreish. It's kind of old school in that way, without any great aspirations to simulation (something I normally wouldn't like, as a simulationfag), focused more on the tactical encounters, builds and resource management, but with enough story integument to give a background sense of being in the virtual world depicted, and enough rpg flavour to keep it from being just a barebones tactical game.
Also, on the story side of things, at first you think it's going to be quite dull, but the quests and scenarios turn out to be quite different, with a strongly handcrafted feel, and soon build up to weave a story that's engaging enough, with the VO not being particularly stellar, but good enough to keep up the illusion (also the dialogues are occasionally amusing - I love the MC's often acerbic, grumpy responses
).
I like the way armor, vitality and hp are balanced, and the gear progression, even at early levels, is satisfying - one never feels overburdened with worry about what to hoard or sell and those kinds of decisions can be made qauite briskly. The management side, on the other hand, has a bit more meat to to it, with the upgrades being hefty enough in cost to warrant some careful pondering.
Tactically, it's not hugely innovative, but it's well put together. I always like it when games have facing (it was one of the good things about Nahuelbeuk).
It definitely passes the acid test of addictiveness - I've been finding myself coming up for air quite often and wondering where the time has gone