Trespasser is a gorgeous game.
It's 90 pages, big fonts, complex but readable layout. And it's *packed* with incredible art.
It's also a wild follow-up to IRON SLEET. I've sung SLEET's praises on its own page, so I won't repeat myself here, but that's another home run of a little tactics rpg. Trespasser existing is a two cakes situation, both with excellent but distinct flavors.
Trespasser's setting is a bit Girls Frontline, but it veers off of specifically examining the humanity of tactical androids to dig into some interesting esoterics instead. You play as scavengers in a zone doing Tarkov stuff, advised by a voice on your radio that transmits even when the batteries are dead. The forces arrayed against you in the zone are largely technological, and more importantly have concrete geopolitical anchorings. The grounded elements make the supernatural elements pop, and vice versa.
Mechanically, Trespasser runs off the same engine as IRON SLEET. It's a good one, and Trespasser makes small embellishments and cuts some edges, but doesn't impair the basic loop of d20 + d6 to pass challenges, and tiny grid maps for dense, textured combat.
In terms of GM resources, this is a book that you have to deeply read before you can run it, but there's plenty of GM support otherwise. The rules are easy to intake, but the setting is presented in a way that requires you to puzzle through it and make your own decisions about how certain stuff works. It's a very good ttrpg just to read, but I think the lore shines even brighter in play.
Overall, do I recommend Trespasser? Yeah. I loved IRON SLEET. This is absolutely as good. Get both. Play both. Fantastic design stuff is happening over in this space.