Haven’t gone deep yet but here are my initial thoughts:
Curios in general are good. But some are rather disappointing. Primarily the ones where there is no good outcome, aside from perhaps leaving. There are some with ‘X% chance’ which I would love to see more of. A lot of the appeal of rogue-lite games is calculated risk and cost-benefit. You have a chance of something good so you take the risk, rather than just having to brute-force discover which options are entirely negative. The idea is great but more work is required.
Quests in early game are just a tutorial, which is fine.
Personalities… take a long time to become relevant. The class rework likewise.
Not a new thing but the update has highlighted it for me: the way gear works sucks.
At present there is essentially no point in ever deliberately equipping anything or keeping gear over gold and mana. Most non-cursed items are marginal and many cursed items are crippling. It simply isn’t worth paying any attention to item rewards rather than development quests. And the risk of getting a ‘reach level 3 in [class] to uncurse’ abomination makes every equip a gamble with replacing your developed adventurer with a raw novice.
Suggestion: Implement a way to sell items for gold and mana. It will at least give a reason to try and gather items, even if they are cursed as it will eventually give some reward.
Side note: The ‘reach level 3 in [class] to uncurse’ items continue to be an enjoyment killer. At this point I just dismiss any adventurer that gets such an item because getting to level 3 with any class is a massive undertaking and it is genuinely easier to just start from scratch rather than try to uncurse the girl.