Alright, so I've finished Unavowed, took me about 3-4 hours, not that much, so, here's a spoiler free thoughts post.
There are some parts that Unavowed does right and some that it does wrong, puzzles are not it.
The puzzles are either too easy or too obvious that they are puzzles, and they kind of break immersion, honestly a lot of people say that this is a dialogue choice based game, and I don't mind those, for example VALHALLA is a great cyberpunk visual nover imho and it has absolutely no puzzles. I think puzzles here kind of ruin the pace of Unavowed, given that they are relatively pointless and barely count as puzzles to be honest, they feel like a hurdle instead of a flow. Leading with that, the game has 3 distinctive types of identity, I feel. One is the investigative part, which it doesn't cash in that much. Secondly, there's the dialog choices matter which it seems to be doing fairly better than most games that feature this. Lastly, there's the adventure game identity, which I feel should have never been there in the first place, I think it would have made a better game if a different mechanic/idenity was introduced rather than puzzles, for instance, again in Valhalla, they introduce the bartending mechanic, be it silly and pointless, it does give that game a lot of soul and character and works both gameplay-wise and provides a decent immersion value.
Gameplay
Interface look. While I get the idea behind me not being able to look at things in an interactable sort of way, and instead I hover over and get their description. That works for a while in favor of the game, but quickly it turns all the rooms into "let's actually see what hotspots/interactive points matter" essentially breaking immersion as well, reminding me constantly this is a videogame. I feel if I could actually examine/interact with every object it would favor the great deal of areas there are in the game, and it would help the exploring part a whole lot, making each area more vivid. The double-click thing for exits is a nice thing, always appreciated to be honest. I liked it in WOAM, we also have it in Strangeland, it's a nice thing I feel, it makes the whole back n forth less annoying. I like that it differentiates the icons based on the interaction that's about to take place, that's a good solid move, the inventory is also very usable, overall kudos, nothing fancy, but very intuitive and fits the game.
Storytelling/Writing
The hipster artist/barrista angle. I don't know, there are parts of me that didn't like how certain stereotypes were portrayed in that angle, maybe it's personal projection, but I felt it was unneeded and rather unfunny and terribly inaccurate.
This could be personal so take it with a hint of salt. In general I am not a big paranormal guy, so I can't say the story grabbed me in any way, it was decent, didn't hate it, didn't like it that much either to be fully honest. Some of the writing is passable and personally I found it uninteresting, there are some good moments in it tho, the introduction of Kaykay's character specifically and every part about her, be it simple as a concept, works really well, I would have loved to have her have more 'screentime' and involvement in the story. I also liked Vicki Santina's character, that seemed to encompass her flaws and desires in a seemingly fluid way, that was honestly believable, even though the initial reaction I had to her over the top jersey accent was rather negative.
Sound
The voice acting is really well done, has some big big names in it, and the production values are top notch, even the most minor character sounds perfect and fitting. My favorite has to be KAYKAY's actress by far, I really liked listening to her lines, more about kaykay later on. Whilst the music could benefit from a tiny bit of variation like 5-6 more songs to be honest, was also really well done, and I really liked it. The tunes are catchy, even though they are backgroundish, and fit the scenes like a glove, enhancing the experience. About the sound effects, I can't say there's anything wrong or great with them, they don't stand out, they don't need to either.
OVERALL: Not my cup of tea, I'd be lying if I said it was. I think it's a very accessible game to those that like "dialogue choices matter" kind of games, but I was never a fan of those games, this is somewhere in the middle. But regardless there's a lot of effort from WEG for this and the production values are really high, that I feel is somewhat commendable.