I've been playing Purgatory Dungeoneer on and off the past week, and I'm enjoying it a lot! You've really managed to turn the massive assortment of heroes present into a selection you can have your own stories for, and there's a lot of freedom in how you build your team. recently got my first hero (Ariane) to level 10, and nearing what I think is the end of the main questline, though I might be wrong! Anyways, there's a couple bugs/balance things that might have been fixed by 1.011, but I'm just gonna put em here anyway:
I haven't played hard mode yet, but on normal the game seems very oriented towards hitting fast and hard, which leaves some classes by the wayside. I think the class that benefits the most from this of the ones I've tried so far is the gunner, who's party role is "hit the fastest and the hardest", to the point that shotgun regularly clears encounters a few levels higher than it without any other additional effort. reading about the tripled HP in hard might make this less of a viable strategy, but in normal it's unstoppable. The choice of doors is also rendered mostly irrelevant in these situations as well, since battles rarely last till turn 3 at all if your party is sufficiently offensive.
having regularly had to do 10 remembrance missions in a row from some quests, I really like how they change things up! I also think that while they're a fight shorter than normal dungeon runs already, shortening them by an additional room for the level 4 missions might be good for keeping early game moving a bit faster.
An enemy gnoll sniper was able to multiattack, which normally snipers can't do at all.
Most of the other issues I had (liches moving turn 1, equipment mostly being optional for large parts of the game, etc) have either been addressed with the bug fixes or possibly the addition of hard mode, and I'm looking forward to seeing how that changes things up! Thanks for the continued support for this game, and for all the other games as well :)