I'm kinda torn about whether or not to recommend it, as there aren't intensely strong reasons for either leaning, but I've ultimately settled on 'no'.
This is basically Virtual Villagers, but it doesn't run in the background, so you take a much more active role, which is pretty good, for the most part. Unfortunately, the way they've gone about this is to triple the level of micromanagement. For resource gathering there are basically three categories:
60% Short run: These resources have 5-10 units of the resource, so your people make 5-10 trips before they stop working. They will regenerate gradually, in this time they add to the one-shot category.
25% Stable: These resources are able to support up to one worker permanently .
15% One shot: There are a fair amount of resources, but they can only be harvested once before they need to regenerate.
Between the above, one-time resources and, one time production queues, there's a LOT of telling your villagers every. Single. Thing. To do. At least they return to the town center so they are easy to find.
Periodically, you village is "attacked" by sprites that spawn from the same location every time and proceed to your warehouse to steal resources. The way to vanquish them is simply to click on the repeatedly. This is pretty silly, but I guess it's better than trying to incorporate some kind of extreme micromanagement tower defense...
The biggest problem I had with this game is that it was very hand-holdy, basically the entire game was a tutorial. There was a main game quest for, literally, every single building and upgrade. When it comes to these kind of village sim games, half of the point is that the map is very small, static, and unexplored. So, you're constantly thinking, 'dude, just leave me alone'. Obviously you're going to need to build a workshop type building at some point, and obviously you will need to upgrade it, it's not necessary to treat me like I'm four. You play games like this to explore and problem solve. That does not happen here. Even the things you know you will need to do at some point, like clear brush (without any special tools, just with hands), cannot be done until the main quest sprite places an arrow over it. That's pretty frustrating.
The interface and game, itself, is pretty bug free. Sometimes when one of the millions of quest windows pop up, it clicks through the world and pulls people off of whatever they were doing, but it's not a big deal. The greatest oversight is the wording in the quests. For example, there's one where you need to sell wood. Okay, wood is an actual resource that you get from trees or sawmills, but the quest actually wants you to sell planks, which is a production item made from wood. So I spent a good deal of time thinking that quest was broken. It only occurred to me it might have been referring to something else after a similar situation with a cooking assignment.
Ultimately, the game was not "unenjoyable". It was alright, although could have been a bit better. I have played 4.6 hours of it and that's exactly how much content there is. For the dollar-twenty I paid for it, that's pretty good, but I would have preferred it had more challenge, less tutorials, and more replay value in exchange for a higher price tag.