Have a copy of the physical book I bought and shared with my partner, getting a digital version now so I can use it online and be more convenient about it since we're distanced for a little bit.
I unfortunately haven't gotten to play it for myself yet, but I've been really fascinated by how it's designed and a little obsessed with the mechanics and general style. It has a very Genshin Impact-y coat of paint, but beneath that it has distinct flavors of Adventure Time, the Zelda franchise, and countless JRPG tropes in general. (If anyone knows the Project Moon series, it... Weirdly feels a little like a happy-bright version of that?)
One thing I really like is how the mechanics are so integrated into the setting, which is nice after seeing so many setting-agnostic games lately. Everything is so eclectic and bizarre that you're gonna find something you think it interesting. My only mechanical complaint is that one hour for an in-game mission seems implausibly short for my taste, but that's easy enough to homebrew.
Discipline and class construction is a little tricky to get the hang of, I do wish the distinction between the two was better demonstrated in the character sheet and manual. Once you get a hang of it though it's fascinating. Basically, the endgame classes (all sorted under disciplines) have multiple ways of accessing them, like a skill tree that bisects other skill trees if that makes sense.
Overall very interesting. Worth buying the digital version if you just like looking at TTRPG systems if nothing else. I haven't even talked about some of the more interesting combat mechanics. Not sure when the physical version is set to have its second print with typo fixes, but I can confirm it's a very quality product either way.
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