I suppose I'll dump my impressions in now that I've had a full* day with the game.
The GoodThe game is pretty.
Particle effects are all great and the ASCII art gallery looks great. Can't comment on the tiles, I ditched them as soon as I could.
Transparency is mostly solid.
Stats are all there up front, and the controls are very well organized in the help screen.
Falling apart is cool.
Being able to rebuild him and having the technology is great. Literally becoming your enemy feels awesome.
Stealth is neat.
The information gathering bits are cool and zipping around at light speeds is fun.
The BadMeta-knowledge plays a key factor in hacking.
Knowing the commands in one thing, but express knowledge of every bot and item type down to the letter is Nethack tier. What's more, you can't access the gallery while inputting the commands, so you have to alt-tab or have a superb memory. AND the terminal punishes you for misspelling. I'd have put this in the Subjective category if meta-knowledge elimination weren't described as a design goal.
Most of the fonts are hard to read.
This has been brought up before, I'm just adding my name to the list of people saying it. I find 14/Crisp and 18/Narrow the easiest to read, but both are on the small side.
Controls aren't in the manual.
There's no external way to view the controls before you play. While ? is standard to roguelikes, esc is standard for just about every other game. I'm glad I've played a lot of roguelikes, otherwise finding the menu would have sucked.
The Entirely SubjectiveFirefights are for the most part boring.
Making ranged combat fun in a roguelike is hard. DoomRL did it by having dodging be a key component. Caves of Qud and DCSS have neato magic effects. In Cogmind, you're punished for moving and most weapons do the same thing. AND you can't wield 6 katanas at once, or swing+shoot at melee range.
Falling apart feels terrible.
Few things are worse than feeling entirely helpless. The second systems start to fall off things start to suck. You don't just loose your power, you loose all your tactical options. What's more tearing enemies apart actively hurts you. What should be the fun part of blowing robots apart is bad all around for you since you loose the salvage.
Mouse UI is meh
Already made a thread about this but I'll sum it up here for completeness. Using a mouse is like trying to use a keyboard with 4 buttons instead of a mouse.
In ConclusionI like the game. There are a lot of solid core concepts in it I like, and the attention to details that a number of roguelikes gloss over is stellar. But there's a lot of room for improvement, hopefully things will improve as the alpha, beta, gamma, and zeta dev cycles happen
*not full as in an 8 hour workday, just the world rotating oncish with however long played during that time