Only bugs i've seen so far is that windows (inventory and such) taking a while to open after game has been running for a while. You also earn cards over time that you can put on characters in your party (up to five per) that give you special abilities, attribute boosts, and further bonuses depending on the strength of the "hand" equipped on the character. You can equip two weapons, two consumable items, and one "relic" which provides fixed bonuses like a bonus to movement or aim or immunity from crippling wounds. Weapons are all kinds of whacky steampunkery, with ridiculous pepperbox pistols (one had 18 barrels), revolver shotguns, triple barrelled 10ga shotguns, etc. So far I've encountered native magic, devil-y guy, and steampunk engineering/science. It's a great way to represent rising tension of enough shots at you eventually hitting, while also allowing you to rush into something stupid with a chance that you won't just immediately be shot to pieces. If you get hit, you lose health, but gain luck back so the next shot is less likely to hit. If someone shoots at you and would hit but you have a lot of luck, you lose luck. Typically 8 health and 100 luck, though either can go up or down. One of my favorite mechanics is luck vs health. The campaign is split into 8 mini-scenarios that lead into each other from different characters perspectives, with some recurring characters as leads. It's a bit basic, but it works, and for under $20 it's a hell of a lot of fun. In between tactical missions is a weird "travel around maps and prospect for gold/find cultists/hire natives to get your expedition to the lost city". Narration is great, gravely cowboy drawl style. There's no overwatch, which I find a bit aggravating, but it does force you to more aggressively move. It is moderately xcom-y on the mission side (not on the air war or base building side).