An interesting but very flawed game. At it's heart, it is a tower defense game, with a heavy dose of Terraria thrown in. That might sound great, but don't get your hopes up. I would give this game 2 stars out of 5, at best. I bought it on a 50% sale, but if I were you, I'd wait til at least 75% or hope for a pay-what-you-want bundle somewhere to include it.
I played it for about a dozen hours, but didn't make it past the first campaign before the cumulative frustrations caused by the games numerous bugs and poor game design overwhelmed me.
Firstly, the game is very challenging, but not necessarily by design. Almost all of the challenge comes from trying to overcome some poor design choices, a very clunky user interface, and general bugginess.
Mouseclicks often don't register where they are supposed to, leading to a lot of frustrated clicking as you try and get the game to select the thing you are clicking on.
The dwarves' AI is very stupid and/or buggy, leading to dwarves standing around waiting for another dwarf from off-screen to come and dig out a block before they will move on, or just plain standing around idle while there is work to do.
Dwarves don't seem to hunt or gather on their own, or if they do, they don't do it very quickly, which makes you want to try and speed things up by targeting animals for them. You can target creatures by clicking them, but you also target blocks and items by clicking them, and combined with the mouseclicking bug I mentioned before, it makes hunting and combat very frustrating. Combat is particularly annoying when there are multiple enemies stacked up on each other and your only ability to prioritize targets depends on hoping the thing you actually want to target happens to be the thing the game thinks you are clicking on.
The tech tree is also pain. The major frustration comes from forcing you to build items you don't want or need in order to advance. Many items consume precious non-renewable resources such as iron ore or coal, or worse, consume crafted items such as glass or steel ingots which use up even more of the basic resources. You *will* end up with a lot of useless items that you don't want, just so you can unlock the next tier. If there is a way to salvage items, it eluded me. That alone would help mitigate the issues with the tech tree.
This game is all about micromanagement, but the tools you are given to manage your dwarves are crippled from the start. Your dwarves' skills are assigned at random. You can find books (at random) that grant (random) skills, and so you can slowly build a dwarf towards a certain task. However, you can't actually assign dwarves professions, or tasks, or even suggest where the dwarves hang out or work. You can cast some spells (which you get through the tech tree) to help guide your dwarves in a very general fashion, but mostly you just click-click-click-click-click on a block or a creature, or in the crafting menu, and hope for the best.
Finally, the crafting menu. This game uses a 3x3 grid a la Minecraft for crafting recipes. But it is absolutely pointless and adds nothing to the game, except for the "Look at me! I'm just like Minecraft!" factor. The crafting recipes are pre-filled with the types of items required, and It is possible to "speed up" filling in the crafting recipes by clicking on a particular item in the grid, once you've placed at least one in the grid first, to fill in more items of the same time, but OH MY GOD WHAT IS THE POINT? A simple item consisting of 2 pieces of wood requires dragging items and multiple clicks, when it could have simply been 1 click-DONE. You don't have to "discover" the recipes-- like I said, they are already filled out for you. Between the clunkiness of this design choice and the generally annoying tech tree, crafting in this game is a boring chore.
On the plus side, the game did hold my interest for several hours, so if that's all you desire from a game, there is actually quite a bit of initial fun to be picked out from around the flaws. I will probably come back and revisit this game at some point in the future, if only to see if it's gotten better.