Nothing set in stone for the game itself. But picture a TIGK with more places to go (not work) and more features like that.
The main feature is a revamp of the whole system, especially characters. They're not static randomized sprites anymore but manually made from a combination of dozens if not over a hundred attachments. Characters will be modular not only in terms of visuals but dialogue as well in the form of "pesonality". A small system will be in place affecting that dialogue and the flow of interaction depending on a bunch of variables that the characters will "remember". In other words, you will meet characters again and they'll preserve important bits of how you've treated them.
There will be no character randomization, just a folder library where characters are defined, where you can put downloaded or created characters to expand on them. This is necessary due to the high modularity in place, combinations need to be manually designed since the amount of moving parts is too large. Think of how RPG games with mesh customization don't use randomly generated characters but are designed through manual editing.
The 2.5D system is roughly the same, as it uses key frames to generate sliders and modify proportions, on top of part variability and recolor shaders. This has already been tested. That face sprite alone I've shown is composed of around 20 interchangeable parts, even though it looks rather seamless. This is achieved by keeping the shading style simple and carefully taking into account all joint points.
This allows for one fits all animation, which means you'll only have to draw an outfit once and it will morph with the character no matter who or what it is.
I could go on and on about the system, but this is the gist of it.
I'll answer more questions if you have anything more specific to ask.
No, just the look