Biggest problem with the game I think is the reliance on dice in certain instances, also the way cults interact with your temptation. I can't be sure since I"ve never tried, but going by what I've seen it seems like choosing a cult that doesn't match your temptation will make it much harder to win.
36 aspect is insanely high, I'm assuming that unless there are some insane rewards at the highest level of exploration, the final rank of the cult must be 16, which would let you do a ritual with a 10 lore, a 10 influence, and your follower.
I don't think it's possible to reach final rank without being coaligned with the cult aspect, and I haven't seen any other real game effects from your cult's aspect, so why would you pick anything else but a challenge run? And there's way more aspects than temptations, which is disappointing.
I really like the lore though. At this point I'm sick of Lovecraft stuff, it's so derivative and basically effortless at this point. Despite the name, I actually kind of hate Lovecraft. This resonates much more and I think is a much smarter way to do "incomprehensible." You see the Hours described by different names, with different attributes.
Instead of just telling us what the Watchman is, which would never be as good as what we imagine, it gives you human interpretations of him. We never know what they really are, or look like, or really anything about them. Distant, perfect conceptual beings, beautiful and alluring, the reality only hinted by the horrible transformations that come with their touch.
The moth is my favorite, and really resonates with the themes of this kind of fiction.