I (and the rest of my group) have seen the updates that come in the more recent errata, and they do clarify and address some of our concerns. Rez is explicitly specified to only apply to adjacent targets, which alone is a significant improvement to understanding proceedings, and making it feasible that the players could actually lose a battle. On the whole, there are improvements.
However, it seems to me like the improvements are a matter of patching things as they come up, which unfortunately means they have knock-on effects on other parts of the content roster. For instance. Voids have been updated such that they only kill an enemy if the enemy's entire body is covering Void terrain. This makes placing a Void on an enemy no longer an easy instakill on the boss enemies, which are almost all bigger than 1x1. For the most part, that is a good change. However, as a consequence of that, the Sharur Limit Break goes from a strong option to almost entirely useless. That power transforms you into a Void, presumably with the fantasy of walking through enemies and eliminating them. With the update, not only can that not kill larger enemies, it can't even walk through and consume Swarms, since those form one contiguous unit with the whole space covered as their space profile. Given the limited number of 1x1 enemies that are not Swarms, that effect becomes significantly less worthwhile.
Additionally, the updates often did not address the root causes of our criticisms, nor fully fix many of their consequences. Objectives are still left to GM fiat and guesswork - understandable, in that including a whole new subsystem with a set of errata would be a rather tall ask, but still a notable issue for us that was not easily addressed. The weapon Ambiguous Intentions, the imbalance point that ended up breaking our GM's patience, has been nerfed to have its damage penalty scale exponentially instead of linearly - first -1, then -2, then -4, then -8, then -16. This cuts off its damage potential significantly, to be sure, but the result is still (assuming entirely average rolls each time and cutting off after the -4) around 45 damage, with room for significant wiggleroom to even more damage output. It is still significantly more powerful than any other weapon in the roster. Additionally, its positioning constraint has been clarified, but not in a way that fully prevents it from meaningfully comboing attacks on the same large boss enemy - in particular, if one takes the armor that allows for diagonal movement, it isn't really constrained at all. And, conversely, doubling the damage output of a weapon like Love Without Consideration is a good change, but still leaves it quite a bit below par.
Ultimately, my conclusion is that Hellpiercers post-errata is the same game as Hellpiercers pre-errata, with the same pain and imbalance points. Those pain points were enough for my group to lose interest in it entirely. Due to that, I really can't in good conscience claim to recommend it. The best case for buying Hellpiercers, in my eyes, is if one is really interested in tactical RPGs as a medium, and wants to see any and all mechanical experiments done in that space for the sake of field research or personal curiosity. If you just want a game that you would play, there are certainly other games in the tactical RPG space I would want to look at first.













