It was honestly a much more emotional experience than I expected. I approached the game with some skepticism, but the theme intrugued me, and I was looking for an excuse to write without the torture of editing, so I gave it a shot. I will say I definitely recommend the original printing of the game as opposed to the clear version. The little "handwritten" notes and the surreal art add to the experience. I love how unknowable and alien the aesthetic looks. It makes me wish the events themselves used fewer standard fantasy tropes and more of that. However, the events are still very solid. The game loop is simple enough that you don't get taken out of the experience, and the whole thing lasts no longer than it needs to. The game pushes you towards exploring its ideas in a nice way, and I can see anyone who likes the theme and enjoys creative writing having a blast with this.
If I were to offer some feedback or criticism, it would mainly be about one aspect of the gameplay. The theme of the game is loneliness through ambition and the seductive influence of power. Some parts of the gameplay play into this quite well. You will have to sacrifice Bonds if you want more Power and fewer Control hits. However, there is one large part where this alignment of gameplay and narrative breaks: incentives. The game tries to disguise this a bit by telling you that a magus without spells is of no use, but early on you may realise something... Spells are bad. (At least if your aim is to survive the full seven events.) After a progress roll you always choose whether to play the event you landed on or go to the next one. Sometimes both events are Spells, but often this is a choice between a Bond and a Spell. The problem is that a Bond is a risk-free resource and a Spell is almost exclusively an obstacle. The Spell could give you a point of Focus if you succeed with distinction, but that is both unlikely and a lot worse than what a Bond offers. I realise this is a narrative game, and I should not approach it from the point of view of optimisation, but it feels odd that even if your aim was ruthless ambition, the way to do that is to aim for Bonds, so you can increase your Power. It is a bit of a nitpick. The gameplay is not broken; it's quite enjoyable. There's just this odd quirk to it.
Overall, I recommend the game. It might not be the most replayable solo-RPG out there due to the very specific theming and the amount of events, so take that into considerations when you look at the price, but it will certainly be worth your time if you decide to buy it.