It's a solid enough adventure, but I can't help but feel that it wasn't balanced or playtested enough. It's definitely the SEED of a really fun little adventure; a good GM could turn the half-dozen or so NPCs into memorable, fun characters the PCs will enjoy interacting with, but there's just not that much substance. There are no guidelines on what kind of PC skillsets are appropriate for the adventure (as written the party can be thrown into combat with a quartet of Speed-3 dual-wielding assassins, which depending on party composition could be a tough but winnable fight, or a 50-minute slaughterfest that ends in a TPK) and it looks far too easy for a party of ego-torturing killbots to just buzzsaw their way through without any social skills at all. A good GM can salvage all of the good and fix the bad; but the fact that modules are supposed to come with all that work done already is holding me back from rating it any higher than 3 out of 5.
[3 of 5 Stars!]