The Spaceshock guy was on the fence about combat and eventually picked TB. At first it was first person then combat switched to isometric. That caused some confusion that probably hurt his crowdfunding. He's still updating but like the guy says, he isn't allowed to work significantly on the game as he is under contract for another company.
Strangely this is the first I hear of Starcrawlers.
I suggest playing in fifteen minute increments, or waiting until final release. The game is hardly finalized. Even quests are missing. As far as gameplay, it appears to appeal to both hardcore and casual players, with a mixture of dialogue options and devious puzzles, but then a more "casual" blobber feel to the combat, simplistic and similar to Might & Magic, as opposed to Wizardry.
Balance could use a little work. Classes are uneven. Terrain is a little bland, but procedurally generated, as are items. Plenty of hard puzzles, which appear hand-crafted, or at least semi-devious. Combat is uninteresting thus far, with enemies being rather generic, and with few abilities. The same can be said of characters, as the skilltrees are not complex, just base skills--no passives, or modifiers--just a simple pyramid, where one ability leads to the next.
However, the abilities seem varied enough to make the game exciting, such the one where you can toss a coin, if it lands heads you deal maximum damage; if it lands tails, you lose a coin, and deal none.
Some abilities can turn on you, however...
Such as the void psyker overloading on dark magick, or certain abilities that have a chance of backfiring on your own party members.
As I said, a very strange mix between casual and hardcore, which appears to conflict, rather than contrast. At present, due to the homogenized aspects, it appears patchwork. I would wait until a final release, where the elements might finally congeal, due to player feedback.
This appears more M&M than Wizardry, at present.
Dawnrazor