For fiction in general, not just videogames, there are works which attribute their success to being innovative and others that rely on typical genre conventions but are constructed well enough that generic elements fail to make them weaker as stories/movies/games/whatever. Between these two loosely defined and ocassionally overlapping categories, Sword of the Stars: The Pit is the latter. If you have experience with roguelikes, especially older ones, you have seen the elements that make it up before: heavily randomized level layouts, a prominent hunger mechanic to penalize idleness, and turn-based movement and combat. If all you care about is new game mechanics, this roguelike may not be for you.
Yet what Sword of the Stars: The Pit lacks in innovation it more than makes up for in polish, setting, and play style diversity. Each of the classes, with or without the additional ones from DLC, feels sufficiently different that relying on the same strategies in a universal manner is going to get you killed. With a host of stats and systems for gunplay, psychic powers and melee combat there is a class or two for everyone.
Chances are you will still die, of course. As rogue-likes go, this one is relatively forgiving, but the key word is relatively. You will still ♥♥♥♥ up and get murdered or starve, possibly several times in a row if you are unlucky or careless. If all you care about is getting to the end of a game, this probably isn't for you. If you can accept and embrace failure, however, Sword of the Stars has plenty of fun to be had on the way to the reaper.