The ending is fine. It makes sense and it fits with the world.
I liked the early portions. It liked the exploration and creativity. It also felt a bit more tense.
I'm feel meeting mysterious contacts would have been better with a more formal relationship.. such as the end-of-act encounters. Like inside dreams or when the MC is knocked out or horribly wounded or something.. it'd make it more clear what's going on, while confirming that the world we live in and play in is the important one.
I also don't like zalgo text and hidden cryptic statements. It's already hidden by being cryptic, so why hide it twice?
Setting was good.. it was more solid and well developed than the norm. About the only unbelievable thing was having a low-population frontier society being contemptous of large numbers of casulties. Only part I didn't like was that it felt like there wasn't enough time to really explore it before we had to advance to the next stage.
I'd be willing to play another game in the setting, but I can't commit to it, having several games of my own running.
The overarching high level plot seemed quite interesting. I didn't like how it was so mysterious, however. I feel it would have been a bit more interesting if there was something else to go on early on, or if the MC was some kind of accident or unexpected situation which the higher powers would have to work with or around.
Mechanics seemed pretty lousy. There wasn't much information on what our powers actually were, or what we could do or not do, particularly the latter. Die rolls were of unknown size with unknown modifiers for unknown results.. that's just fine for random events or story-centric gameplay, but I can't call it solid mechanically. Like it's perfectly fine for background random rolls, but if the mechanics are going to be central to the game, they should work in a somewhat consistant manner.
Overall, I feel like a lower power level would have been more enjoyable, with a bit more planning, but that's anathema to many players and will lead to a lot of people being unwilling or unable to decide things. so.. do what you're good at? I'd also recommend giving people time to branch out or occasional decisions to make, while always trying to keep the north in mind, that is, the major goals of the current section or story arc. I'd also want timeskips to be less abrupt, with maybe time for one or two quick events during the timeskip, to help flesh out character development and to allow players to do more long-term development goals. Phoebe seemed to end up with an army of random characters with random abilities, using random tactics, for instance.. it would have been nice to help work on the army or the friendly character's ability to coordinate. It also made perfect sense for there to be shortages and privation for the civilians with the war economy running, but there could have been the opportunity to ease one or two of them with effort.. that there was no real opportunity to do.