I bought this, my players loved the rich chargen - the book feels like the complete package, no wasted space, lots of useful tables, but we couldn't get immersed in it the way we have with more vanilla fantasy or more exotic science fantasy. I would've liked more art that conveyed everyday life in a town, maybe a base-town write-up - because we ended up with these incredibly detailed PCs but the world seemed a bit vague - the tech level varied and I couldn't pin it down.One that I'm finding interesting is Travellers on a Red Road, by Lukas Sjöström.
The system, as far as I've got in the rulebook, is fairly straightforward and looks sturdy enough. I wonder, though, if the book would have worked better as a supplement for an existing rule-set. My guess is that if I ever used the game, I would convert it to some rules I knew better rather than using its unique system.
For me, the system had a problem, having ability go up in terms of dice size seems reasonable but my players kept rolling badly - I'd have preferred a solid modifier so they 'felt' a little more able at d8 than at d6.