Things to know before you buy:
The combat in this system is, hands down, some of the most mechanically satisfying I have ever seen in a TTRPG. The turn order and protections from turn advantage are actually really nicely done, the flow of combat is far more tactical and less prone to dice swing, and overall it just has a really nice feel and flow in my opinion. The execution is a little rough in some places, though the recent Errata did help plug some of the holes in the original material. If this sounds like it appeals to you, grab this book, even if only for inspiration or an alternate system to play with when some of the group aren't available for your regularly scheduled campaigns.
However, much as I must praise the game for its combat, I do have to give it some criticism.
The formatting of the book is a little bit wonky, and the art is unique to say the least. Those aren't deal breakers for me, but can be jarring if you are coming from systems released by major publishers. It's indie, and it looks like it.
There is no official character sheet. For those playing pen n' paper, my recommendation is to grab a steno book, legal notebook, or other spiral book for tracking character features, stances, etc. For those playing online, there are already a few google sheet-based character sheets. It's a small pet peeve for a TTRPG not to have its own character sheet, but again, not really a deal breaker.
Last, and this one may be a deal-breaker for some, but this game is not really centered on the types of long-form campaigns that more narrative games focus on. There aren't really a ton of rules to govern anything that happens between combat, and their only real impact is to determine whether players start the next combat with an advantage, as usual, or in an ambush. This is perhaps the only thing I really dislike about Panic at the Dojo, but even still, I must recommend it based on the combat rules alone.