I first tried it out in Desura when I got it from a bundle... It was a terrible game. There was only 1 level where I could choose what my team looked like, and it was pseudo-random (random but you can reroll ~10 times before it start having a real impact on your wealth). Then I was bored one day and chose "meh, let's try it again". What first looked like a pretty stupidly simple game was actually an hidden gem imo.
Now, the only thing that changed between the Desura version and the Steam one is me, and how I played the game, so it has nothign to do with patches and stuff like that. As for the current review, I'll be using Twilight Sparkle's points because the really reflected my initial point of view of this game (until I sank 4-5 hours in it to truly grasp its depth).
In term of combat, it's dead simple. The combat system is wave-based, and you get 1 loot at the end of each wave. You have 4 inventory slots, and each character has 1 weapon and 1 armor slot (+1 rune slot per equipment). The interactions you can do is : move items between inventory slots and/or characters (or pet), move characters, use special skills, activate/deactivate stances, and level up your characters. Each of those are either 1 click/hotkey, or 1 click and drag. Still, I'm finding myself to want more hotkeys to be able to macro faster since unless I drop the x3 speed mode, I'm lacking time to do all the inputs I would require. It's simple but it's deep (good examples would be activating the priest' stance as you're about to get hit, and remove it afterward, so that you receive less damage without losing half of your speed and damage).
Skill system : Each class has 1 skill which charges up as you get hit up to 5 times (some exception have 2 with the 2nd taking like 20-30 hits). Those skills are highly situational (ranges from healing the party to resetting an enemy's action bar to preventing the enemy from attacking magically or even just reducing the enemy's damage and looting an item).
Party : Side quest system has you going in with a predetermined lineup (items, classes, pets... everything) to try and beat that scenario. They reward you with "crowns", which are used to unlock other quests, and new classes (on top of the usual cash reward). Main quests presents you with a number of option based on what you bought from the shop (at first you have 3 heroes that you can reroll and a choice 4 totems, but you can end up with a shop selling items, 2 profiles per classes, and random pets. The fact that you have a set of 3 heroes that you reroll, from my point of view, allows you to not always take the 1 simplest strategy you found and try out new things (I would always go with priest-inquisitor-tank otherwise, and would be missing on thiefs and vampires). All in all, the replayability is huge in main quests - which you will have to grind a bit to buy everything you can from the "meta-shop" (aka not the one in main quests) - and side quests present interesting puzzle-y challenges.
Items : Dead simple (fortunately, since this is real-time and you won't have time to ponder about which item is better for long). Basically if you wield a staff, you attack magically (Magic vs M. Def), and if you wield a sword you attack physically (Attack vs Def). Each character has a certain amount of Attack and Magic, so a +1 staff will be as good as a +5 sword if you have 5 magic and 1 attack (which is an extreme case, but will sometimes happen, especially as you level up).
Overall, the 1 gripe I have with this game is its lack of randomness. I would've loved it if there was 2-5 "profiles" per class (a combination of different stats, skill, stance, or items), but we're limited to 2, 1 of which is unlockable (and even then it's more like an entirely different class since it's so different). At $9 it may be slightly expensive, but at 50% or under, it's way worth imo.