My write up from another thread, not turning this into a review since I haven't progressed far into the game:
Did an initial play through of the first dungeon in Avarice Dungeon. Overall enjoying the new game. It has a built in machine translation for English so you can somewhat understand the plot, defeat scenes, debuffs & card/ability text.
Gameplay is basically a dungeon rogue-like using cards as your typical rpg abilities, similar to Pandora's Forest if you played that game. With this being an RR Research Society game the focus is status effects. The enemies will inflict you with many status effects that do many things (e.g. making you more susceptible to hypnosis, making you get horny when the enemy steals a card permanently, filling your hand with non-discardable bad effect cards, etc.). The card system only allows you to have at a max 5 cards in your hand at one time. At the start of each turn you redraw to a full hand.
Depending on the difficulty you start with either have 99 resurrections (easy) or none (hard but I assume this is the way it was meant to be played). If you have resurrection(s) and lose you can resurrect and either refight the fight you lost on or revive and move on skipping that fight and the rewards. Chapter progression is locked either by clearing the prior chapter or spending earned tokens.
Once your run ends you are evaluated and given tokens to spend for permanent buffs. The tokens are used like in other rogue-like games, giving resurrections for each run, increasing money gain, more rerolls, max hp, extra cards, or powering up your chosen weapon. Also seems like after certain conditions (e.g losing multiple times to certain enemies) they may steal those tokens (so nothing seems to be safe from your degeneracy). Not sure if certain enemies could affect power-ups bought in between runs but with this dev I wouldn't be surprised. New weapons (assuming these are different deck types) to start with unlock as you progress through the chapters.
Exploring the dungeon allows you to fight weak, elite, or boss mobs, visit shops, rest at a camp fire to heal or power-up a card, or experience an non-fighting event. The events involve enemies you can encounter, only did one but it ended up with me talking with the card thief girl who left me with a permanent debuff that makes my lust increase when my cards are stolen in battle.
Debuffs stack up making them more effective on hurting your chances for victory. Additionally they carry over between runs. After a run you can "resolve" any of the debuffs if you want a fresh run or leave them for a more challenging run. Also the enemies do remember you and react accordingly but they too can be "forgotten". These mechanics are present to prevent soft/hard locking your runs.
Not sure if cards stolen in one run are lost for good or not... Needs further "testing"...
Do note, this is an RR Research Society game with built-in MTL so expect some minor text issues (lost coloring on long text or where the text goes off screen) and I did encounter one crash due to a handling error. The game uses auto save only so your progress isn't lost if it crashes mid-fight. I'm hoping there will be a patch in the near future correcting these issues.