Neo Dreams is a fairly traditional fantasy RPG set in Awarshin, which is a planet made from the consciousness of an elder being who escaped his own reality and trapped himself in a bubble outside said reality. During the first Era of Civilization, technology was unchecked, leading to a Great Cataclysm which utterly annihilated every living thing on the planet. So, humanity convened in the afterlife, elected gods, and reclaimed the planet after several millenia of waiting for the planet to heal itself. Present day Awarshin (as presented in game,) is a conglomerate of pre-Renaissance technology, high fantasy creatures and monsters, magic, and semi-functioning "Relics" from the first Era.
Players are able to craft anything from raw materials, from pots and pans to enchanted tattoos to legendary enchanted blessed weapons to ships and castles.
Players advance through using Proficiencies, finding treasure, completing quests for your God/Goddess/Nobles to earn Favor, or defeating high level monsters and enemies. There are no levels, and there are no classes.
Players are not limited to controlling one adventurer. It is simple for a GM to make a campaign which may include: control over armies or fleets of ships, the ability to rent out properties, the ability to own a shop and simply make goods for sale, or any number of combinations of the above. Gameplay between "modes" is seamless, and simple to navigate.
The entire system is crafted with a simple goal in mind: Being able to tell a story that is interesting for both players and GMs, without being overly complicated or heavily reliant on mathematics. The game is easily picked up by children as young as 8 years of age (I haven't tested any lower), and can be scaled to meet the needs of the most hardcore munchkins.
I hope that answers some questions. Also, yes, I'm interested. What do you mean, Dynamic Growth Curve?