Stoneshard. It's basically a rather pretty roguelike with a solid chunk of potential... and some godawful annoying mechanics in the name of realism. Hopefully they'll tone it down as it's in EA, but I kind of doubt it. There's a free demo (labelled Prologue) on Steam. (And as a heads up-- if you're playing the full version, you don't keep anything from the prologue, so feel free to faff about.)
So lets start with the good: Pretty nice graphics; vaguely reminds me of Battle Brothers. More detailed health management than a typical roguelike; you've got a paper doll body with limbs that can bleed, get injured, etc. Injuries decrease your max hp, and unmaintained injuries will accrue pain, which decreases morale and has various other negative effects, including eventually making you pass out (and straight up dying from being killed while unconscious... hello, URW). Skills a few hours in are fairly interesting, though they're all pretty stock for people familiar with the genre. Character growth is more focused on gear/skills than stats. You're not a hero, but a regular combatant... getting caught 2v1 is pretty much a death sentence. Combat against bosses (...all one I've encountered) is fairly interesting-- involves a lot of positioning, tile-based dodging, and a grasp of their attack patterns (which you can get info on with rclick). Corpses left on the ground will get birds picking at them, which a nice visual touch.
And the bad... which is kind of extensive. Some are fixable though:
You save at the inn... which costs in-game money. (A minor amount, but still.) There appears to be no 'suspend' option.
There's no fast travel. Which wouldn't be a problem, but see above. Corollary: Movement over long distances feels kind of slow.
Oh, and there's no minimap or automatic mapping, but you do get a rough 'sector' map when you start the game. Which wouldn't be a problem, except after 30 minutes slogging through a dungeon, you might forget where you are relative to your savepointinn and... see above.
...Yeah, the save system is kind of infuriating and leads to a lot of irritations.
The game graciously shows what containers you've looked at when you mouseover them. Which is good, because there's like eleventy-billion empty cupboards, shelves, racks, etc. Except 90% of them are empty in the actual game. (Unlike the tutorial/prologue, which has stuff in about half of them.) Oh, and item highlight doesn't show them. There's also a ton of 99% empty crates and barrels, though these actually obstruct movement, so there's tactical value.
You don't see quest deadlines until after you accept them.
What appears to be total lack of autopickup. Please, pick up the dropped gold. And arrows, if I already have an incomplete stack in my inventory. (Assuming no hostiles around.) And while we're at it, automerge items with limited charges. And coinpurses.
And the awkward... mostly things that are to taste:
Tetris inventory! Especially if you're an archer/melee hybrid, because that takes a ton of space. Pure spellcasters have it easy.
Lots of trash loot. If you're dedicated, I guess you can pick up every junk sword and spend a few minutes running back to town.
Not sure what to consider this, but it's kind of silly: I walked out of town and found myself standing at the center of a triangle with three wolves. Nope'd it right across the map boundary and reentered elsewhere. Where I was basically face to face with bandits. So I entered between the bandits and wolves, aggroed them towards me in the middle, hopped across the boundary, walked a bit, crossed back in, and picked off both groups while they were fighting each other.
Detect Traps is a freebie skill you get at the start that costs nothing other than a turn to use and is incredibly useful. Given it costs nothing to use, you should be spamming it whenever there's no hostiles around. ...Why do we have to do that manually?
I mean, the gameplay itself isn't shabby. But there's a ton of annoying stuff. Like it's easy to accidentally target an open door instead of a hostile unit standing in the doorway. Or if you use mouse to move (no numpad and trying to go diagonally), you'll end up trying to pick stuff up in the tile first. And you can't hold items in your hand from the floor-- trying to figure out if that's a 1x2, 1x3 2x2, etc. item when dealing with a full inventory? Can't see it that way.
Edit: Oh, and I evidently have an extra 15% off coupon on Steam for owning DD, if anybody wants it.