For the strategic layer - we do develop a world map with many zones/biomes with all different types of enemies. Each zone is its own small map with traveling system like in FTL, e.g. points of interest interconnected with routes. Player then chooses where to go with his Urtuk & party.. The last node within each zone is a boss camp. We also introduce small shop mechanics, and injury system for your party member - if a character falls in battle, he gets 'injured'. If he falls again, he dies and is gone for ever. The 'injured' status can be healed using bandage - a game resource..
There is really much going on regarding development & design, so hopefully, if you are interested, we will publish a private pre-alpha build of the campaign with combat.