Here's a game that I would love to play, and yet when I describe the premise -- reality is fracturing and no one can agree -- the response I get is: "that sounds like the world we're living in." Yes, I say, yes I will yes.
If I remember correctly, Laws started this game project when he was asked to make a game out of his expanded Yellow Sign stories; that is, in the original Robert W. Chambers's stories -- the four that mention the King in Yellow, the damned play, the Yellow Sign -- there's two main settings: art student Paris and 1920s fascist America (with its suicide machines). Laws wrote more stories in these venues, tying them together with the play as a sort of shape-shifting horror that insinuated itself into different realities, potentially breaking or making them.
This, then, is the game version of that: four settings where characters gets caught up in general weirdness deriving from the King in Yellow and his sinister court in Carcosa. What are these things? Who knows! As Laws notes, Chambers borrowed elements from Bierce, and then had elements borrowed from him, and it's all over the place. And yet, even with that central mystery -- or again, as you might expect, because of that -- I find these four settings unique and fascinating:
In Paris, art students get caught up in weirdness in 1895. In the Wars, PCs are soldiers dealing with weirdness in an alternate world war featuring Vernean machines. In Aftermath, PCs play modern ex-freedom fighters cleaning up the lingering monsters of the toppled American dictatorship. In This is Normal Now, PCs play the normal versions of their Aftermath characters, slowly learning that not everything is normal, even as everyone around them insists on treating it as such.
(So, like Paris and This is Normal Now take place in one timeline; The Wars and Aftermath take place in another. All of them are infected with reality-warping horror, on top of the usual human problems.)
There's a lot of smart work here to make these settings gameable, from the in-depth and fascinating characters of Paris to the more sketched out character types of The Wars (since you'll likely not get to keep meeting the same lieutenant, since they'll probably be blown up by a walking tripod tank) to the institutions and organizations of This Is Normal Now (since PCs will both meet people but also have to deal with, say, the shady pharma corp or the new cult).
For mechanics, this uses Quickshock Gumshoe rules, which are Gumshoe rules (you get clues automatically, since the interesting thing in investigative fiction isn't "will they find the clue?" but "how do they find the clue and what do they do with it when they have it?"), but with the addition of cards for certain conditions. So, you get attacked by a madman with a knife, but _mostly_ succeed? Maybe you get the card "Cut by Madman", which has a -1 for some future rolls. Or maybe you fail and you got the more serious injury "Slashed by Madman", and now you have to find a doctor or else. It seems like this makes combat/play more narrative and faster, but that's just a guess.
Also, for mechanics, character creation seems story-focused: first, there's always a reason for the characters to know each other (either you were all in the same rebel crew in Aftermath or in Paris, you might trust one character and want to protect another); second, all of them have a drive that gets them involved in horror; third, each setting involves you describing some odd bit of business you saw or were tangentially involved with.
(I was a kickstarter backer for this, and so I got a few extra, like the in-universe diary of a madman, Absinthe in Carcosa and Laws's novel, "The Missing and the Lost", which I am reading and will review separately.)