I'm glad you like it! I was worried that the graphic mix of ASCII and more high-resolution GUI would be an issue, but in the end, it turned out pretty well. The game itself is in an abstract form, so it affects imagination, which is reinforced with the descriptions, while the GUI presentation makes it easier to figure out everything you need to play.
The movement, FoV, and the red animations indicating you heard someone there were actually the first unique features in Soulash. I thought it would add some mystery and bring some exciting situations and decision making involving rotation which moves the time a little bit forward too. Do you turn around to see if your enemies are still there or keep running? You heard someone approaching on the flank, do you take a peek or keep smashing your target? The FoV was extra important because the game mainly takes action above ground, so with too high visibility range, mages and archers would have too strong advantage over melee characters.