I have been playing Warhammer 40.000: Mechanicus.
(Since Shady asked)
It is a small tactics game in the 40K universe. The player takes on the role of an Adeptus Mechanicus magus in command of an exploratory fleet/ship in orbit of some planet.
The planet so happens to be a Necron tomb world.
The player sends teams into the tombs on missions. They scavenge for blackstone (some whatever resource in 40K) and try to not take too long.
There are three parts to the game:
The ship is the usual management interface where you can select missions and equip and upgrade your tech-priests (your main soldiers). You use the blackstone you have scaveneged to upgrade tech-priests and in this the resource works as XP. There are 6 skill trees, though tree is the wrong word as they are linear. You do have the option though of spending points in any specialization. The higher the upgrade level of a tech-priest, the more augment slots they have and the more stuff you can equip them with.
When you go on a mission you choose a squad of 6. You start the game with only two tech-priests, so you will have to fill up the extra slots with cannon-fodder. Initially that means Servitors. Though later on, through mission rewards, you will unlock other soldier types that will cost blackstone to deploy to the mission (half of the cost being refunded if the unit survives).
When your cohort (they aren't called squads in this game) enter a tomb, you see a 3D scan of the tomb with visualizations of the cohort's location. You command the cohort to move through rooms to reach their objectives. Most rooms will trigger an event, which will give you three options to react. Some results will be good. Some results will be bad. Sometimes results will be be both. Your command staff have different personalities and will have their own views on how you act.
When you enter an objective room or a room with wake Necrons the game changes to the turn based tactical map.
Combat is about managing a unique resource to the Mechanicus: Cognition. You collect this from specific spots on the map and from defeated enemies. Cognition is required to use abilities and most weapons. It also is your cohorts action points. Cognition is shared among the whole squad.
So a base move is free, but a second move will cost 1 point. Attacking with the trusty power axe? Another point. Shooting with a flamer? 4 points. Etc. Early on there doesn't necessarily seem enough of cognition around, but as tech-priests upgrade and more tech becomes available, they will get some tricks. And there is always the trusty Servitors. If a servitor gets attacked, the Mechanicus analyze the effect of the weapon on the unfortunate target and get cognition for it.
After the mission you get your reward, loot etc and heal your tech-priests using obviously blackstone, the resource for everything.
The game is not difficult. It also doesn't seem to be too long. After a bit over a dozen missions I am 38% done (the game has a timer that slowly ticks up to 100% which I expect will result in the final battle - an average mission advances it by 3% for me). I expect the game to be no more than 16-18 hours of gameplay if you replay things, take it slow and don't rush too many missions.
The Mechanicus as protagonists are refreshing for 40K as we haven't seen them used this way before.
[[Verdict:]] emotional receptors experiencing :fun: