But why must it be a perma-death rogue game? I loved the initial pitch that I read, of a procedural turn-based stealth game. A simple, quality high concept. I've played for a number of hours and imho the rogue-like aspect adds nothing to the game but rather detracts from it. I don't care one bit about my score. The high difficulty and massive penalty of making even a tiny mistake has very detrimental effect on the gameplay. I thought it would be a game where I control a team of smart, in-control stealthy agents infiltrating corporations to steal information and loot. The more I play, the more it turns into a bunch of panicked dudes stuck in a building, desperately trying to find a bloody elevator (and screw the mission objectives). Who is Klei making the game for exactly? I'm a fan of turn-based tactics game and a fan of stealth games, yet it appears this game isn't for me. Isn't that niche narrow enough already? They felt they'd better aim the game at the super-hardcore gamers who are simultaneously fans of turn-based tactics and stealth and rogue-likes? I don't get it.