Great concept and implementation of the rule set, but inventory usability issues hold this game back.
Pro's (as I see it)
The game seems to adhere very well to the D&D ruleset (from what I can tell, and what I've read). This is great because it'll be easy for the hardcore D&D player to convert form paper to bits & bytes. It's also a good thing for people who haven't played paper & dice D&D because it gives them a crash course without having to do all the reading and research that can be tedious and intimidating to a potential RPG'er. The combat is very tactical (hence the name I assume). It's not hack & slash so much as a chess game with luck. Move rates based on encumbrance and all that are reflected directly into what you can do on the field. While the pace of the game-play can be frustrating at times (it would be great if during free-exploration mode you aren't limited to movement rates that only really need to apply during combat), it makes for a really good balance, and you can't just charge into a fight blindly and expect to come out of it unscathed. The strategy of it makes you really think about your party's strengths and weaknesses and how to leverage and avoid them. Con's (still as I see it)
The inventory system. . . period. I'm not sure how they came to the conclusion that inventory management should be done how it is, but it's cumbersome. . . You can spend almost as much time dividing up the contents of 3 chests after an adventure as you will on the adventure. There has got to be a better way to do this. If you like extreme detail, I guess this may not be as much of a Con, but even so, it's just a time-intensive process. . .
The rest of the out of battle stuff: Party Management, trading, buying selling. I can see where they were trying to go with it, but it seems that any usability testing would've had them scrap how they did it and come up with a better way. Conclusion
While the game has some annoying useability aspects to it, it's still a cool concept. I won't stop playing it just because of the inventory management system, but it will limit the time I'll sit and play before moving on to something else. I think it's a good game, but could still be improved upon. I haven't used the multi-player features as of yet. I still have to find someone else with the game to try that out. Overall I like the game and I see it holding my intrest longer than Dungeon Maker: Hunting Ground. On the other hand it probably won't have the re-playability of other RPG's I've played in the past (i.e. Baulder's Gate 1).