To save time I'll provide a TL:DR and just say that you should try the demo (it has its own store page!) if you've the slightest interest in the game's description. If you enjoy the demo, maybe hold off for now and check this release in a couple of months. If you really enjoyed it, then consider a purchase and lending your voice to the ongoing feedback and understand that the current version does come with the following caveats: [*]Your general power level is much weaker because we're missing a number of the more formidable vehicle fabs from the demo, as well as swappable armor rigs. No Carmine Rig means that you're squishy foddermeat on-foot that'll get mulched into a pile of gore from a stray burst of 7.62mm in a microsecond. [*] Progression is slower and more piecemeal: the narrative campaign and garage modes are now intertwined, as was their original intention. You WILL throw rocks and stomp on Corvid nuts in the dark sewers until you find an actual firearm. You WILL have to huff it on foot like some ground-pounding grunt until you earn the right to steal a car and store one in your smelly terrorist cave. [*]Enemy AI is more responsive and tactical. Reinforcements arrive more often to keep you on your toes even after you kill everyone. I personally enjoy this, but it seems it's a more contentious topic as the most recent hotfix that was addressed to some complaints may have gone overkill in nerfing enemy density. Early Access disclaimer etc etc [*]Some of the more unfinished aspects from the Nextfest demo still remain present, like programmer art doodle-icons and missing item descriptions. Game's in Early Access, et cetera, though I'd be remiss to not voice that I was slightly disappointed at the negligible difference for such things in this version because I like staring at pictures of absurd mech-scale weapons and reading what kind of super propellants the funny space people use for their high velocity rotary cannons. Regardless, I still like what Stellar Jockeys put out with the concept of Brigador Killers as a whole, so I bought it and I'm giving it this here Thumbs Up™ review, but I also think it's pretty understandable that some are frustrated in the version differences. I do, however, maintain faith that it's an inevitability that we'll be back to the heights of power accessible in the demo AND more. Anyways I'm gonna start my actual full stream of consciousness rambling here. At the current time of Early Access launch, this game is a strange case where the publicly available demo version has more "raw" content to engage with and discover than the actual purchasable title, though with some exceptions such as this release featuring a proper ramping of narrative, some extra maps to play around on, and overhauled enemy AI. I'm of two minds on this. I acknowledge that the purpose of the demo release was to demonstrate a vertical slice of the game's identity and as a result, is intentionally designed to be unhinged and generally impress any would-be comers looking around to see just what the hell this Brigador business entails. It accomplished this very well for me. I played the heck out of the demo, dumping 50 hours into it back during this year's Spring Nextfest over the course of a weekend. Couldn't get enough and was wondering just where the hell has this type of game been my entire life. Literal crack. I love mechs. I love inventory and ammo management. I love being a little loot goblin and amassing large quantities of high explosives and ammunition in my cave between carrying out acts of insurgency against the government just like any other dutiful up-and-coming terrorist cell. I especially love stealing consumer cars, taking them back to my garage and frankensteining them into bespoke kitbashed abominations. One such abominable example is the Party Van, a personal favorite of mine in which you convert an extremely generic panel-type delivery van into an engine of proletariat fury by welding tank treads to its chassis and glueing a couple of turret mounts to the roof in order to support an autocannon normally rated for IFVs, and a light machine gun that was originally mounted on a SWAT car. And despite all that extra weight, you still have enough space in the van's interior to lug a big ol' storage box to store and transport all the crap collected from the genocide you enact mid-mission. The perfect vehicle to employ and satiate my homicidal and loot-gobliny tendencies. Suffice to say, ♥♥♥♥ was cash and this has been on my radar ever since. Had me trying out the original Brigador, which I've owned for the past ten years but have only really bounced on it on and off in occasional half-hour spurts and I finally got around to maxing out its codex when I got bored with the BK demo. Definitely a fun little arcade city destruction experience, but the longevity and narrative theming of BK here ("insurgency sim" as a descriptor) felt a lot more compelling to me, on top of the intersection of playable infantry and mech combat being a rarity in games. Come Early Access release, I was practically chomping at the bit fiending for more. While I've already documented the changes between the demo and this release above, I hadn't stated how I felt about it all with much granularity. I'd say that while I still like what we have right now, in candor I do feel that it was a bit of an obvious misstep on the part of the developers to have the demo version be so packed full of goodies, only for a not-insignificant portion of it be inaccessible beyond console commands with the Early Access launch. They've stated their reasons for this already. For example, in the case of all the rigs that were originally in the demo, they temporarily disabled them in the interests of "progression and game balance" and will reintroduce them in the future. Presumably, the vehicle fabs like the Party Van and such were disabled for the same reasons even though you can currently buy treads and such. I have no problem with that and adjusting to the new flow in the absence of such advantages. It's their game, so it's their prerogative to adjust whatever they need to fit their full vision. But to be frank, I don't think it takes a genius to predict the likely optics on such a decision. In my view, it's reasonable to view a demo and its contents as a baseline for how something will be. And so naturally, it creates a certain level of expectation for what the actual priced version would contain at minimum. I would say things like the alteration of more abstract mechanics like AI behavioral overhauls and loot scarcity is completely fine between versions. But when something more visceral and tangible is taken away between the demo and priced version, like the Rigs or the ability to fabricate the more fun jury-rigged ♥♥♥♥♥♥♥♥♥ like the Party Van, I feel that it's inevitable you are going to arrive at, and cause, a rather unnecessary conflict of expectations from the people who gave the demo a try and bought the priced version carrying those expectations. And let me reiterate - I totally understand the dev's reasoning, it's their vision so they can adjust balance and progression as to how they see fit. But I think at least retaining the Carmine Rig with its increased armor and health would have definitely mitigated a lot of these negative reviews concerning difficulty. I've rambled enough. It's still a very fun game at its core if you like LARPing as a terrorist and will most certainly be an awesome war crimes viscera-spreading stomping simulator like the original once mechs make their way back in. Just expect to wait a while 'til then. Personally, I've already trashed a funny space tank with a van full of IEDs and added a certain someone to a certain collection so now I'm just sitting pretty waiting for more. It's only going to get better from here, especially since a modkit is in the cards.