A real shame the demo was taken down for release as it did a great job of giving you an idea of how the game would be since the first six chapters were included. That being said, the game is quite addicting and enjoyable so far. The first 5 chapters feel very well paced and reward you at every tiny milestone to keep the progression going through early game. It starts to slow down quite a bit around chapter 6 (at least for me), but by then you have a strong foundation of the gameplay loop, how to get stronger, how to get better gear, and so on. The core gameplay loop is "bewitching" (buying/recruiting) units to your pool of Godsworn dudes, adding them to slots in the combat window, and letting them auto battle through the stages to complete chapters. As stages are completed, rewards are given, which are used to make numbers go up. I typically don't really enjoy this kind of system so could never get into POE/Diablo but here it's very enjoyable since you don't have to actively press buttons on really repetitive stages over and over to get your loot. You tab back in every so often, open your chests and see what you got. Gear can be bought at the shop or gotten in chest drop rewards where stats roll randomly which is where the loot goblin-ing addiction occurs. There are also alternative categories of stages that serve as targeted resource farms which help with progression a bit as well. You can also forge to improve base stats on items you already have or socket runes in to add a little extra. The inventory also has a filtering system to autosell drops based on parameters you decide to make management a little less repetitive. The game does a pretty good job of helping you navigate through the various menus with its basic but serviceable tutorial popups. Descriptions for currencies are generally well described and help you quickly understand what things are used for and how to get more if that is your current bottleneck. Currencies also passively generated over time and even generate offline as well which feels pretty standard these days. You can even minimize the game which makes it turn into a little floating overlay on your computer so you can do other stuff and glance at progress every so often. The story is non-existant and the music is mostly forgettable but does its job. The art style is goofy and charming albeit shamelessly ripped off of Darkest Dungeon and a lot of WoW gear. My main criticisms are some of the UI behavior and some of the game design. For UI, I wished clicking away from a particular menu minimized it automatically because there are way too many instances where windows overlap on each other and it becomes a pain in the ass to do things cause you have to go hit the X button on one side of the screen cause it's covering part of a menu on the other side. Some text wrapping issues are there which makes some tooltips unreadable. Effects are pretty poorly described. For example, everybody knows "crit" but what does that mean in context of this game? There is a manual thing in game that describes some things but it's very barebones and doesn't even have all the effects. Design wise, having the Godsworn have different rarities that affect scaling effectively make anyone that rolls not rare/yellow immediately useless. It becomes a chore quickly of leveling guys, having money, and trying to roll for new guys that have better stat scaling because they're more rare. It then also becomes annoying to have to relevel those same guys cause they are recruited at a lower level than your party currently is. There is also a re-roll system for skills on your dudes but it's a bit bizarre since it only rolls certain skills, is random which skills you already have gets rerolled, and has a chance of rolling into a new skill that is "locked" which prevents it from being rerolled unless you use an item to unlock it. It makes trying to build what you want a bit of a pain and also makes you not want to interact with the system cause it might reroll a skill you've already invested time and effort into building around. You can reset your points to put into the new skills but it costs currency to do so which makes it feel restrictive. I don't mind a bit of friction in design, but I feel like the friction shouldn't be designed in such a way to discourage players from experimenting or even interacting with a particular mechanic. Lastly, they also neglected to put the AI content disclaimer on the page pre-release so I didn't even even realize until writing this which is a bit of a bummer but whatever. Complaints aside, I think it's still a fun game, especially at such a cheap price. If you're getting home from work and don't have the mental/physical energy to play something active but still want to enjoy some kind of game it's the perfect relaxer and de-stresser. We'll see how things are in late game when the honeymoon phase has worn off. Update 1: I've passed the Ch. 10 wall (where you get the third row of combat) and would wholeheartedly recommend the game. Everything feels very well designed and thought out in design minus the skill reroll system (which the devs patched very quickly so they listen to feedback!) which now feels excellent after the change. The grind of catching up newly recruited Godsworn is mitigated by the Sanctum permanent adventure bonus buffs (one of which is permanent exp gain increase) which could maybe be tuned in numbers a bit to be slightly higher but feels well designed in concept. Set Items and Legendary Items you don't need still feel rewarding to get because of the Market Order system that gives the skill reroll lock/unlock item so every drop feels exciting even if it doesn't directly benefit your current party setup. As you progress, the enemies change up their setups/damage types enough that you have a difficult time using just one strat repeatedly which encourages getting new Godsworn to cover your weaknesses and adds just enough friction to be very engaging with the Godsworn recruitment reroll system feeling problem-solvey without being too frustrating. However if you don't want to, you can embrace the spirit of idle game and just level your guys level over time to brute force your way through with stats with patience. You almost always feel like you have agency as a player to solve the current problem. The only major complaint I feel still remains valid is UI issues/translations and conveying more information to the player about what stats do or how they work. The rest is extremely minor things that can be adjusted with number changes such as Abyssal Scale and Resonance Crystal drop rates so the player can better/more consistently target farm the resources they need to deal with the challenges. The core framework is fantastic and I'm looking forward to seeing how the game evolves over time.