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Act 3 is significantly different from 2 still -- for one, it has a 5-lane board instead of 4. Might not seem all that much, but once you start applying adjacency effects (e.g. explodebots) it makes a massive difference. Act 3 also combines a lot of mechanical interactions in "make/modify your own [thing]" types of ways, unlike act 2 where the interactions come from traditional deckbuilding... it would be fair to say that act 3 is as much about "card building" as it is about deck building.
Act 3 also features a lot more scripted narrative moments compared to act 2 -- act 2 is effectively a small open world with PoI's and progress gates; whereas act 3 is more like branching paths. This isn't just describing the map layout, it also relates to how act 2 allows you to freely build/rebuild your deck while acts 1 and 3 give you 1 deck that you modify.
Finally, act 3 sees the return of "items" in the form of the battery -- it may only be 1 item, but it's powerful! Due to the opportunities to upgrade your cards and especially your "empty vessel" side-deck, it also effectively recreates the effect of totems. Act 2 doesn't have any equivalent to either effect; everything in act 2 keys off of what cards you have on the game board and how they interact. Act 1 and act 3 make your interactions with the world matter as much as your battle rounds (in some cases, even more important than the battles) since those interactions will determine your deck construction, what items/functional abilities you have access to, and how your battles will be modified (e.g. bounty hunters or sigils added by totems.)
Act 2 is the "pure" deckbuilder act -- with no items, totems or etc to fall back on, solving the puzzles and winning the fights purely comes down to your deck construction and strategy. In act 3, you have a lot more "off the board" elements to use (or often which you have to use, and learn how to use effectively.)