Seems at first glance like a great system, reminding me a bit of a d20 system, like 3rd Edition Dungeons and Dragons, but different enough that I think, once I delve into the system, will mechanically feel more significant, or at least fairly different beyond first read-through. A successful combat check with the d100 is never guaranteed; for example if my melee skill is 70 and I roll at or under that number, I succeed, but my opponent will also roll a defensive roll to see if they succeed. If we both succeed, whomever rolls higher and closest to their skill is the successor in that roll off.
Damage is also weighted differently: a weapon may “deal d6 damage”, but damage is then compared to a chart to see how much actual damage it deals (on the roll of a 6 on a d6, for example, I only actually deal 2 damage). It’s a very odd word choice that I think could have been re-evaluated with different verbiage — maybe ‘damage potential’ vs. ‘true damage’ or something like that.
I did download a few flow charts online that will help me recall the procedures of exploration and combat, but I think that the rule set is not terribly complex and will be able to be picked up without aids over a short few plays.
All in all, for the average roleplayer, I feel like this is a fairly robust rules set that will keep my mind occupied and not feel wholly mechanical. Exploration looks a bit drab, but we’ll see. This is definitely more of a survival-y murderhobo game that reminds me of the Diablo franchise, and that has me pretty excited to create a character and get started.