Starting with its fabulous foreword about roleplaying games, about old ones and new ones, Altus Adventum promises us a fun and old-school roleplaying. To be different than others, author says “If you don't like a rule or just you are thinking that it will ruin fun, remove it.” Altus Adventum is a rulebook that completely gives materials to run a game.
I think I could use this system in my games. Not because it is old-school or anything, it is because I like the idea of lots of kinds of magic, and wizard fighters or rogues who doesn't only use their blades to kill. Because Altus Adventum is not a “I got a level higher” game, but a “Woohoo, because I used my lance in fights, so I'm better in that” game(I'm just saying, characters in game does not level up, but they gain xp to upgrade their skills). And because you have several types of experience, your interest in magic won't disturb your fighter way too much, yet you are not going to be skillful with weapons as a full-time fighter. This skill-based character development system, gives players to create unique character, not only in habits but also in character sheet, you possibly will not say to another character “Oops, looks like we are twins”.
Also its combat system seems a bit fun. That reflex rating and dice pool system, they are not unique but exotic. And again because I like the idea that getting nearer to real time, it hits me from my weak spot. Reflex Rating system lets a knife-wielding rogue to hit a barbarian two or three times until it slashes rogue with its gigantic axe. Also lots of strategic opportunities. I can't take myself from thinking when it is about reflex rating. But this is just because I like it, it may also be dead weight to your games. Dice pool system is for munchkins. You may create a good fighter that can slice a fly in air two pieces. A monk that can run from an asteroid. But munchkins were, munchkins are, and munchkins will be. In any system. I am a munchkin(I am proud of it) also and any rulebook will not say anything about that, because we are working legally.
Starting near of end of book, It presents a setting named Arcadia, and a sample adventure(also a bestiary), it is something good because most rulebooks don't have them and any new started game master will get confused, any experienced gamemaster will have some problems tweaking system for their setting. This is nothing new, and nothing more than it promises, but it is nothing bad, fairly good compared to lots of system and it is product of hard work of one man, despite a company. Drawings are not bad, there are some typing mistakes that can be ignored.