The entire panel dedicated to some wild worldbuilding is such a treat. The alternate worlds are weird but apocalyptic enough not to disturb the likely base Shadowdark vibes too terribly if a party happens to end up trapped within them.
As a result of the above the contents of the rooms for the dungeon(s) are super dense and will absolutely require study from a GM to be prepared to run. This is not necessarily a good or bad thing and if anything is a chance to point out that all of the sections are helpfully color coded and the readability of text and layout is great.
Finally, I could be wrong but there's only one mention of something of value here, a 15gp dagger. A high tech gun serves as the only other generator of XP in the content.