https://www.twitch.tv/videos/2138717535
Graphics: Pristine Unity Slop
Gameplay: It's genius, of course. But I'm not sure if converting from puzzle to Xcom style is beneficial. Into the Breach feels binary, like chess puzzles: Either you solve a round, or you don't. Xcom (and Deep Forces, it seems) is a numbers game: You maximize resource gain vs losses taken, so you can invest into more impressive weaponry, to snowball into even better numbers outcomes in future levels. I suspect that Xcom progression works better with Xcom combat, not ItB combat, but you may prove me wrong. May be interesting also to keep the ItB combat, but make the levels larger, closer to Xcom.
Encountered one bug, where dragging a unit with 0XP into training got me stuck in the dialogue, unable to choose a skill to learn and also unable to cancel. Fortunately game was saved and I could just quit and continue.
edit: Another thing. I noticed that usually the first round was clearly the hardest. Maybe it could be alleviated by making you assign your team members to spots after enemy movement - playing further into the "precognition" theme. Meaning, you know how your crew will be scattered, and you may choose who is scattered to which position. The set of positions and all enemy movements are decided, but you choose which crew member takes which position.