Good ideas, but the gaping inconsistency of theming and incoherent plot/setting points badly harms its playability as a game and enjoyability as a setting.
Frankly, I suspect the authors could have gotten much more support for this if they had billed it as "the Precursor civilization rpg" rather than trying to awkwardly tie it to their lackluster fantasy title (via the same clunky naming convention). Of course, that would require the setting to be coherently and competently written.
Despite the interesting and reasonably engaging fluff text, like most rules-light rpgs based on systems like pbta or Fate, vagueness prevails in the actual game. Massive lists of weapons with no descriptions or flavor beyond some dull game effect tags. Lists of ships and vehicles that are little more than clumps of effect descriptions practically indistinguishable from each other and of course absolutely no guidance on how to portray them.
In terms of story, for whatever reason the authors decided that their game about very high scifi civilizations that are millions and billions of years old should just not have any ftl at all until literally very recently, which is played up as an incredibly major plot point. Frankly, this is highly dissonant to the rest of the setting considering that the setting also has actual literal space magic in it, so arbitrarily singling out one of the most common elements in scifi as ""impossible until now"" falls utterly flat for me. Speaking of the space magic, it is also rather derivative and certain aspects of it rather cheesy (the space magic is called “”the Flow,””, and certain aspects of it are referred to as “”Heart power””), so that may not be your thing.
The game also explicitly describes itself as a ""heroic adventure fantasy"" and a ""space opera,"" but lacks any real room for the main species of the PCs, called ""the Hama"" (insert obligatory ""name aged poorly"" joke here) to actually do anything. That is, despite claiming to be a mainly personal scale game of heroes, the many ""plot seeds"" and setting element descriptions hardly show how any GM is meant to run an adventure in the setting (which, to be fair, is par for the course for an unfortunately high number of rules light systems like pbta and FATE based rpgs, in which writers confuse ""rules light"" for ""license to be lazy"").
At times the writers seem more concerned with beating off to their special snowflake super duper ""main character"" civilization than writing actual usable adventure points, which is only exacerbated by the confusing formatting and outright absence of explanations for central elements of the setting’s foundation.
Overall, this setting is decent if you want to mine it for ideas for use elsewhere, but I absolutely could not recommend it as a good setting in its own right.
PS: Incidentally, the art team seems to suffer at times a serious case of mismatch with the actual written content, where it seems to illustrate a setting much lower tech than what the setting presents itself as.
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