Yeah, it's not great. For one thing, they've added even more numbers into Pathfinder; you have Stamina Points now as well as HP, and Armor Class is two numbers. Hero Points are Resolve Points now. The rest of the rules are almost a carbon copy of Pathfinder, although weight is now the more abstract 'bulk'. if you aren't tired of race-class-and-level d20 yet, it might be okay. Oh, there are themes now, which are just templates all over again with some situational and mostly bad abilities at 6th, 12th, and 18th level.
The races are exactly what you'd expect: robots, people, bugs, Gambian pouched rats (no kidding, they have cheek pouches as an ability) , lizards, and telepaths who can be either space elves or space dwarves. The classes are kind of boring too: we've got a fighter, a soulknife, a favored soul, a techno-sorcerer, rogue, a mechanic pet class that's not dissimilar to a ranger, and a bard. Of note: they do give you the option to ignore themes, go "Themeless", and just put a stat point wherever you like. Alignment is the same 3x3 grid we've been arguing over forever.
I don't think they were really trying with the languages. There's Dwarven and Ignan and so forth in there. Humans are exactly as they are in Pathfinder. Their art shows them smirking a lot. The classes are built like Paizo classes: there's a whole lot of the usual picking an ability from a list that's tiered by level, with a capstone at 20th to theoretically discourage multi-classing. Annoyingly, they've gone with symbols rather than words to indicate which abilities are mind-effecting and so on.
The capstones are all over the place, as ever. The mystic clerics get a free miracle once a week, for example, while the rogues get to roll two dice on skill checks and take the higher result. Fighters get a save-or-die, but they have to spend a hero point to use it. Sorcerers, on the other hand, can spend two hero points to cast wish.
Archetypes are reworked slightly; they're all indpendent of class, and you lose class features depending on your class (which also means they're mutually exclusive by level). Skills and feats are mostly the same. Paizo's toothy little bobblehead goblins are here too, this time in fishbowl helmets with goofy looking ray guns. The equipment has a lot of "sciency" words slapped on it. Magic weapons are now weapon fusions, for example. Everything is still color-coded for your convenience. Harrow decks are digital now.
Honestly, if you really liked the Iron Gods adventure path -- and I mean really liked it -- this is just that writ large. It's kind of boring and predictable in that regard, and the science fiction coating over the high fantasy is tissue thin. This is space opera so fantastic it makes Star Wars look grounded.