Really nicely done old school RPG. Made me feel like it was 1997 and I was playing a Fallout 2 but with an easier interface and deeper combat.
The oddity XP system. There's an optional system where instead of gaining XP for usual RPG things, you instead only gain it when you find oddities. Sometimes these are found behind locked doors, sometimes in hard to reach areas, sometimes they're body parts of enemies (though these are limited). It works pretty well to reward all play styles, since the sneaky dude avoiding combat is still raking in XP by breaking into forbidden areas and looting their oddities.
The combat's really fun. I loved Fallout, but combat really just came down to "shoot everyone in the eyes". Here you probably start with one or two abilities depending on which path you go down, and the special items are big game changers. A net to immobilise a powerful melee enemy while you gun him down can completely turn the battle. A bullet in the knee cap to slow someone down, a kick to the nuts to incapacitate someone, or a psychic power to summon a ghostly enemy to harrass them. The abilities actually matter and must be used to get through battles.
The exploration element is pulled off really well. At the start of the game it feels scary to go outside to base: Attract one too many psi beetles at once and you're dead. There are also so many areas to explore at any one time, and you'll come across interesting things you might not have the skill to unlock yet or enemies that you can't quite handle yet, so it pays to draw out your own mini map. I don't know why I find this fun instead of annoying, but it seems to suit the genre to be taking paper notes for this game.
The crafting system is great fun. You'll get the best weapons and gear out of crafting if you keep your skills up, rewarding a MacGuyver character who pumped electronics, mechanics and chemistry.
Plus the graphics are pretty well done, the pixel work evoking the era well. There are no voiceovers or anything (except for a few combat shouts), but eh, I didn't really miss them. I'd rather just have text than cut rate voice acting. And the ambient sound is great, from constant hisses of machinery to echoing underground corridors, it really sets the scene,
The only complaints I have are tiny, tiny things that'll hopefully be addressed as it progresses. For one it's really hard to tell if a merchant will buy a certain thing because the highlight system doesn't contrast the sellable item from all your other stuff very well. There's also some balancing to be done in the feats (too many "Timmy Cards"), because some of the early ones sound good but once you get more of a sense of the game you realise they're pretty useless. For instance, early on psi users are desperately strapped for psi points and they don't regenerate, and my sense of the economy at the time was such that I couldn't imagine ever having enough psi boosters syringes. So I spent a feat that gave me psi points every time I picked a blue mushroom. I haven't seen a blue mushroom in about 20 hours now, and I'm so rich (despite no barter skill) that I have 50+ psi boosters. Feats that save you a few bucks can't compare to some of the awesome ones that cripple your enemies, but it's hard to realise that at the start of the game so it seems like a bit of a newbie trap. There's a couple odd balance things combat wise as well--by the time decent energy weapons appear, they're mostly blocked by energy shields (which are mostly bypassed by melee weapons, and partially crossbows too). But since energy weapons is governed under the same skill as conventional firearms, it's not like you're lost out investing a bunch of points in a useless skill. Still, hope they find their niche beyond shooting unshielded wildlife!
Overall there's a lot of game here already for $10. have 43 hours logged at time of writing, and this is all just one character, and the quibbles are so tiny compared to the good stuff. I Can't wait to see the final product.