This has been here since 2022? It's... Well, it's something. I didn't pay for it, so I don't worry too much that it's buggy and lacking.
As of version 0.17, here's my review.
Mostly this isn't a dungeon keeper game, it's a breeding simulator where you can mix and match traits impossible to combine in character creation. You can get a petite cyclops with moth wings, neck fur, and a fiend tail. You can genetically pass on the lack of a need to eat without passing on zombie (happened only once for me, but happened.)
It seems like something good to do is make the only route from the entrance to throne room be a narrow hallway so everyone fights the player's character early on, letting you stack some more beneficial traits, and you breed with the minions you like best to combine your traits and features with them.
Then when you have good gear, you equip one of your level 0 newborns and summon low level adventurers to power-level the baby to get them a bunch of fast and easy perks, then breed them. No inbreeding mutations. If you like management games with breeding to make ridiculously powerful or weird hybrids, you might enjoy this game.
Alchemy is just bad. You have to very arduously click the flower, click mix, click the next flower, click mix, click the last, click mix, then brew a single time and the slots clear themselves. No recipe you discover is saved anywhere, you'll have to write it down, but most combos don't make anything, Mercifully, it doesn't consume the material if your combo doesn't work.
One of the worst realizations is that the exact order matters. R+G+C = Face paint; but G+C+R = Round face. And I'm unsure, but this may have changed between versions, so the meticulous task of finding these combos could end up moot next update even if the alchemy system doesn't change. You'd think they'd have the mercy to at least auto-complete a recipe list as you discover them if they really wanted it to be focused on experimentation.
Weapon variety seems to not quite be there. Maces cap off with an epic Radiance mace that is pretty good all the time. Mace masters rejoice. Staves cap out in uncommon tier with fire, lust, or poison. It... works. Not great, but a staff master can be good. Hammers and axes cap out at common(actually, after a lot of playtime, I used cheats, and there's an epic hammer. Never saw it in normal play though), use tons of energy ,and just don't appear worth it.
Swords have the highest tier and with several options. If you have a character with good card draw (Clever perk) then the dawn blade or whatever it was is pretty great for its low cost attacks that do well. Dreadwhatever is good especially if you have horror effects. A character that has Scary perk gets a little more out of it. Vesper was I think bleed things. Saphyr was something I didn't have a use for I think. Sword master seems like a pretty good choice. Axe and hammer masters seethe and mald.
It seemed like retrieving a body for the graveyard skipped leveling up often, no perks, traits, or other rewards. Sure, you can sell a corpse for a lot, or resurrect it as a zombie, and sometimes that's worth it, but level up rewards are really nice and sucks to miss. I got to level 24 with barely anything because of that.
The dungeon building aspect is so sparse that I honestly thought I was in the tutorial for a lot longer than I was, and that a bunch of this "coming soon" stuff would unlock once I was firmly established, but no. Game's just not anywhere remotely near complete.