Hmm.
I had backed the game, as a huge Tex Murphy fan but only got around to installing it yesterday.
So far I love it, because it's absolutely great to have these characters, universe and gameplay back.
However, I'm wondering if the game isn't incredibly easy and/or short. I am already at Day 3 after 2 hours of playing and have encountered zero difficulty so far. I've replayed Pandora Directive last year, and there seems to be quite a gap between the two games. Some disappointing moments include finding the passcode to doors hidden in almost plain sight right next to said doors, a simon game masquerading as a puzzle, and the sentry bot in front of that detective office. I remember thinking "Finally, an interesting puzzle." before finding out 2 seconds later how to solve it.
Still, having a super fun time.
It's actually quite an impressive length for a kickstarter game - it's much shorter than Pandora Directive and Overlord, but it's long enough to feel like a proper adventure game.
And when you factor in the game's truly impressive branching, that gap in length becomes a lot smaller. Without spoiling much, there's 5 possible game 'tracks'. Not just 5 endings, 5 game paths. You can see on the ingame menu screen which path you're currently following. Quite a few of the paths have at least 1 exclusive area, but perhaps more importantly, they change Tex's emphasis and interests when carrying out the investigation (e.g. what are you in this for, most of all - to find your missing ex? To get your memories back? To solve the Tesla mystery?). Some of these paths are truly hard to find, and some are easy to find but also easy to block off once you've deviated from them (though never in silly/gamey ways from my playthrough).
Again, don't want to spoil anything, but here's a general non-spoiler head's up, that will help you get the most milleage out of the game's pathing system: it isn't just the dialogue choices that affect what path you're on. The game's pathing borrows elements from the better Japanese multi-ending games, in that (for some paths) the game tracks how you play. If you think that a particular goal/s should be Tex's number one priority, then act like it. If you think that something shouldn't matter so much to Tex anymore, then don't make it the first thing you keep asking everyone about.
There's also one really shitty stealth section, that comes hard on the heels of the game's worst puzzle sequences (not complaining about the difficulty of the puzzles, but that in that particular level they become exceedingly reliant on 'adventure game logic', which jars with the rest of the game). Yes, fucking awful forced stealth sections were in the old Tex Murphy games as well - they didn't work then, and they don't work now.
If anyone finds a mod that lets you cheat/eliminate the stealth section, please post it - the game is designed to be replayed, but repeating that stealth section becomes a big disincentive.