It’s a 2D survival game where the only goal is to, well, not starve. You start with absolutely nothing, a health bar that hopefully won’t decrease too much, a hunger bar that keeps decreasing and you have to fill back up, and a sanity bar which will start decreasing once your character is confronted by rabid monsters, eats the wrong kind of mushrooms or starts getting slowly eroded by the crushing loneliness. To keep that hunger bar topped up you have to explore the procedurally generated world, gather resources, avoid or dispatch monsters, stay sane (because going mad can literally kill you when your hallucinations start attacking. But it can also let you harvest beard hairs from rabbits so it’s not all bad), keep warm (or keep cool in the summer) and never, ever let the lights go out. For there are grues in the dark.
To help you do all that there’s an extensive crafting system which lets you cultivate the land, build defences and weapons, catch animals, cook food in less wasteful ways and so on. Even get extra lives.
As gametime passes, the world becomes progressively more hostile - there are more Evil Dogs attacking your camp more frequently, the mildly dangerous spider nests grow into gigantic roving spider queens, charming useful honeybees become more and more mixed with deadly killer bees, the harmless cows you’d been harvesting shit from (cow shit being extremely valuable !) become hyper-aggro during mating season, even the trees you cut for firewood can spawn treant guardians to fuck you right up.
So you can never really relax or stay ahead of the survival curve for long, and the game doesn’t hold your hand at all or tell you how to deal with any of it even though there are always multiple ways to - for example the treant guardians can be set on fire while you run away, or fought head on if you’re good at dodging… or you can just mollify them by quickly planting new trees, and staying away from that particular patch of trees from then on.
All in all it’s a cool little game.
The only problem I have with it is that while the best part of the game is dealing with these chaotic emerging issues and fiddling with the upper ends of the crafting system, starting a new game from scratch quickly becomes same-ey and while it isn’t challenging once you’ve figured it out it can drag on - and there are no multiple saves allowed, just one continuous one.
This no-saving policy also cuts down on the game’s main appeal and general philosophy, which is experimenting with things and solving problems creatively, because if you die, well, that’s it. Hours of “work” down the hole, and back to the mildly un-fun part of the game. Which forces a very conservative style of play, at least until you reach the stage where you can build Meat Idols (the aforementioned extra lives), and even then Meat Idols require sinking a lot of effort into them because they’re made with nontrivial-to-get materials.
But I suppose you can say the same of every rogue-like type game : I play Dungeon Crawl Stone Soup a lot, and it’s the same thing there - the first 5-10 levels of the dungeon are not very challenging except for the fact that your character is super weak and there are occasional jump scares, but you still have to go through them every time before you get to the fun “Soooo… how can I deal with a teleport trap that put my squishy mage in the middle of 20 angry demons, the kind that eats dragons for sport ? Do I try to blink back out, or call my god, or use this spell, or that spell, do I start chugging random potions in case one helps, is it the time to use my One Time Use Very Precious super item I’d been saving … ?” part.