A phenomenal game. My experience with A Nocturne has been GMing around 8~10 sessions of a game with 3 players, and playing in a convention one-shot myself.
Flavor is top-notch, the playbooks and the addition of mechanics for inter-system travel and profit values really drive the analytical feeling of the setting, where Drive fuel is currency and travel times are measured by decades spent in "coldsleep". There are even guidelines for creating your own cluster map to explore and I found these to work great.
I will suggest that you come to this with a little bit of familiarity with Blades in the Dark games though, because in it's current build advice on game pacing and other GMing subtleties are a bit thin on the ground and you may need to adapt existing knowledge to new considerations. This is true of basically any Forged in the Dark hack that hasn't yet matured into it's full game text but I feel A Nocturne doubles down on this due to the nature of it's isolationist, cold setting, where the empty distances between stellar bodies and the foreign chatter of a suspicious radio signal are heavily emphasized. Players may need to be eager self-starters in a setting very much unlike the typical Blades in the Dark 'crowded lobster pot' faction map, and as a GM you may find the lack of such to be notable as you realize it's harder to contrive ready conflicts and bump up against conveniently-competing human interests without undercutting the tone of the setting to a certain extent. More starting scenarios and GM Advice sections in the next update will help this immensely and solve this minor quibble.
If you feel for even a second that the fiction and ideas promised by A Nocturne are appealing, I have to recommend that you buy it.
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