The game takes alot of cues from earlier mecha game greats namely Armored Core 4 / 4 Answer and Zone of the Enders with maybe a little Project Sylpheed thrown in on top of Strike Suit Zero.
Essentially you fill the role of the new ace pilot on the scene who gets asked to go pickup the newest battle frame and kick some ♥♥♥ with it. While the full campaign is not released yet, it seems like a SLIGHTLY more involved version of the Armored Core 4A plot with poor people living on a polluted surface world with rich folk safe in the skies.
Although the game is currently in early access, it is still capable of offering an enjoyable romp though clearly, some issues need to be worked out in order to consider this game "top notch" in comparison to the other games it is channeling.
Flight comabt: because of the high speed nature of the game and the fairly small scale of models, it is virtually impossible to play without locking onto your targets constantly. This lock on quickly establishes a sense of disorientation as you become a wasp flying in spheres around your target. A quick examination of Armored Core 4 Answer (yes I name this one alot since it is, for me, the pinnacle of high speed mech combat) could probably offer the devs a deeper set of ideas for how to handle high speed combat by adding real weight to the machine you are flying in and a more noticeable effect upon quick boosting.
As a quick addition, there is no system in place to keep you from colliding with the world around you as you dogfight, given the way you fly in spheres while being locked on and boosting to avoid dying this means you may crash into the ground or buildings very easily while trying to target things.
Weapon Systems: There is nothing in place besides the enemy health bar which is fairly small on 1920x1080 to know if you actually landed hits or not, with missiles especially, the game boils down to firing off all your weapons over and over as fast as possible while dodging around until stuff blows up. It is fun but could be improved greatly.
Also, the railguns, while useful, come across as very inaccurate unless you catch an enemy with a luck shot or it is one of the less intelligent drone level AIs you are fighting.
The sword especially feels almost useless in its current form as even attempting to attack a capital ship that stands virtually motionless was a tedious proposition. The range on the blade is almost 0 and the idea of slowing down enough to effectively line up the attack or even know you hit with it is almost lethal every time.
Overall, the core idea of the game is good, the story elements are EXTREMLY light though not quite as light as Armored Core 4A. The Gameplay mechanics are, at their root, very fun but still quite rough around the edges. This is definitely a game to watch and be appreciated since there is not enough high speed mech combat in the world anymore.
To the Devs: I really really hope you read this, and do a serious examination of Armored Core 4 Answer because that game is a more serious version of what you are trying to make here in regards to high speed mech combat and physics. (Yes 4A begins more oriented towards ground combat but it is entirely possible to have a high speed, virtually endless flight design for your Mech within just a few missions using the right parts). Zone of the Enders 2 would also be one to consider drawing from.
I am not saying that you should copy either game exactly, but rather that you should look at these earlier games within your genre and work to build off of their ideas rather than starting over from the ground up.
The most important aspects of the game that are currently missing is a reworking of frame weight and boosting mechanics to impart a real sense of piloting a big machine within airspace and getting pushed in a direction by high powered jets. Also, an upscaling of the models within the world so it does not feel like you are a HUD shooting at circles and Xs on your screen could help improve the overall experience imparted. On a personal note, please consider some type of tracking for the sword so that you are not simply using a point blank melee attack that would be viable on maybe 1 out of 100 targets in the game.