A EA review after a single playthrough (next to several failed attempts) which took just under 20 hours.
Let's clear up things right away:
-The game is titled Early Access, but according to the developer it's pretty much finished content-wise and they mainly intend to do open beta testing (in EA) and bugfixing, as well as UI improvements now.
-Despite some... questionable history of this game's dev regarding other Early Access games, this one is fairly playable, so there's no threat of it being stopped before release.
Now, on to the actual game. Imagine a crossover of a light dynasty-simulation, some light text-RPG, and a light turn-based tactical game. Yes, it's actually not very deep in any of it's components. And whilst the concept of mixing those is quite good (and the prime reason why I got this game), but it clearly has weak points.
Effectively, the game comes down to managing your heroes and nation on a strategic view (not unlike managing your base in XCOM) and managing a crew of five heroes in a tactical turn-based battle, which is both affected by your strategical decisions and does affect your strategical situation.
However, whilst the whole "breed your heroes to genetically engineer the next clan of super-warriors" is very interesting and the various mechanics like tutoring, personalities and inheritable 'relic' weapons definitely add onto that, the system still feels a tad flat when it comes to content. Most traits are just "+X of stat Y" (or, in negative form, the opposite). Personalities often are similar, albeit here we see some more interesting concepts, like boosts when sticking to the group, or opposed a buff when a hero is alone. But, across my entire gameplay, I felt like ignoring those traits was a good bet, given their actual impact was minimal compared to the additional movement it would have required to actually set up their situations. In the end it really came down to just breed "whoever is the most fertile and has the most positive traits" of the right class and then let RNG throw something useful at you. Across my entire game I tried to specifically create distinct classes (f.e. long-sight, high-dexteriy rangers and quick, extra-strength warriors) but somehow ended up with a wild mix of traits and 'Quick learner' on pretty much everyone. Which apparently was enough to beat the game with ease.
Because, yeah, it took some failed starts, but that was mostly because the game does a rather bad job at explaining things to you. So, effectively you play, mess up horribly, are forced to restart, repeat a few times, until you grasp the basics. And then the same problem as XCOM kicks in: Past a certain point, you are either already dead or so absurdly strong that the tactical battles become tedious and uneventful.
Which brings us to the second part of the game, the tactical battles.
Rudamentary movement system with an occasionally clunky UI and initially confusing controls. Likewise goes for the 'cover' system and the AI. At some point you get into it, and it's not bad in itself, but again, casual players would probably need a tad more help early on.
A big problem, in my oppinion, is the complete lack of a time limit and the fact you start with free stealth scouts (think of Mimetic Skin of XCOM) from the start of the game. It's trivial to sneak around, wait until a single enemy wanders off, then alphastrike him down. Rinse and repeat, unless you mess up it's not uncommon to end missions without even taking damage. This only gets worse as the game progresses (as mentioned) and your characters become more and more versatile and accurate (because, really, the only times where you take relevant damage is either because you make a big missplay or all 3 90% attacks miss).
Shortly summarized, the game really needs some more balance tweaking, both in between little details like classes and weapons, as well as difficulty wise. Which is already on the list of the devs, according to the last info I read.
And then there are a handful of bugs and weird design issues. F.e. hitting a group of Bulwarks with an acid vial of an alchemist. Bulwarks will form a layer of armor whenever they take damage, reducing all further damage in the same turn to 1. The problem is, that each hit bulwark will perform the 3-second 'IMA GROWING ARMORE!' animation SEQUENTIALLY. And then, once their turn starts, the armor will break, they take acid damage and the animation will PLAY AGAIN. There are other occasions where the game puts in dumb pauses (even within your own turn's movement) to point you at any kind of buff triggering or disappearing. Which definitely takes time and becomes annoying later in the game.
As well, there are a few skills with issues, f.e. Flarrow not actually triggering the blinding explosion, or not revealing the map (or sometimes neither of both).
But I'll assume that will be patched at some point.
Now, would I recommend this game?
Nnnnnnot sure. I got 20 hours out of it, but I got to say that I doubt I'll play the game again. Simply because the only 'fun' laid in figuring how the shallow, obfuscated gameplay mechanics work. It was a real drag to play through the last couple decades of the game, simply because one fight was as simple and boring as the next, all further research was legitly pointless... you get the point.
Result : 6/10
It's not bad, but it's not really good either, and despite heavy RNG it doesn't really feel replayable to me.
I would really say this needs some more spice, in form of mutators or content, possibly steam workshop modding. Buying it won't feel like a complete waste, but for the price you can get better stuff elsewhere.