Now that I've tried the public demo, I can give some input.
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First of all, production values are through the roof! The shiny new interface is much appreciated, and the 3d models are very well made and animated.
The design of impressive. It feels like a really grimdark Phantasy Star, with some Shadowrun thrown in for flavor.
The fuse-hunting thing is about as good of a puzzle as can be expected from an RPGmaker game, and the random encounter rate isn't so high as to make it a pain in the butt.
The combat is really hectic in active time, but becomes manageable and a stimulating challenge when in wait mode. I like that you give us the option to also freeze time during the combat effects. By the way, is there a point to manual struggle? It's an impressive thing to implement in RPGmaker, but is doing well at it noticeably more effective then auto-struggle?
Finally, I've seen mentions of enemies and events that the demo doesn't cover. How much farther along is the back build? If there's even a decent amount more to be seen, I might buy the current version on Kimochi to help fund the project (and, yes, I know I'll be purchasing that specific version).