When asked to quickly sum up what they feel makes a good stealth game, Rokosz and Kuzia-Rokosz talked about a need for players to feel smarter than AI characters. Of course, since the computer literally knows where the player is at all times, it then becomes necessary to make your AI really, really stupid, so that the player doesn't feel discouraged or outmatched.
That's funny, because if you actually do a non-lethal takedown in the game and run away, say, out the window, around the corner, run one-or-so screens away, and duck into a bush, the enemy will
sprint to the bush - straight to it - the moment they wake up, and start looking for you in that exact bush.
Enemies will react to the sound of you walking past them, even if you're wearing full disguise, and even if you're not even on the same floor - but they'll obviously not care at all about their fellow guardsmen walking around on the floor above them, and guards will become psychically aggroed through walls if you piss off a single one of them.
Also, calling the game an RPG is
extremely generous. It's got some nice RPG themes and options, and I think that the progression system is fresh albeit slightly fucked (far too many RPG:s depend on rampant numbers inflation; a completely static baseline is actually really nice), but I'd never call this an RPG.
That said and despite me ripping on it earlier, I hope the game does really well, because the format is nice and the world is overflowing with tropes (or clichés) but still manages to tie together to feel fresh and interesting, and I genuinely hope that it gets some really quality expansion content or a good sequel that is an evolutionary extension of the existing game (i.e. almost identical, just with more iteration and developmental experience, less bugs, etc.).
It actually could be the foundation for a
really good single-character RPG (and I say this as someone that prefers parties).
In many ways, it almost feels like an extremely well-developed proof-of-concept for a full RPG, or as a very early Beta.