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The game does not have a "forced game over" when you complete the final mission and so you can roam endlessly within the zone(s).
I'm planning on doing my first impressions accessibility review today, by the way.
I've always felt Siralim did the best with this kind of gameplay. Or any of the ARPGs with endgame content (I'll cite Diablo 3's torment system since Borderlands 3 just wholesale ripped it off.) :P
but I believe there are more areas coming past the three that are in game now
it would be cool if after you beat the game, you would have the option to travel back and forth between the zones to fight level scaled enemies from the other factions
this way when you beat the game and you want to keep going, your not forced to fight the same faction over and over
TBF Urtuk is very early in its existence, its still EA and in development. BB is nearing the end or at least mid point of its existence with final DLCs being released.
Urtuk will undoubtedly add more events and quest stuff, its fairly clear to see most of the dynamic stuff at the moment is fairly bare bones and more or less placeholder content to be expanded on in future.
On the upside this already has superior (IMO) combat to BB due to removing the irritating RNG factor it feels more tactical and fair.
This is the crux of the draw for me. In BB, I never manage to get started, much as I love the game, because my guys can't hit a damn thing.
I agree that this game seems very similar to Battle Brothers. In what ways is the similar and yet different from Battle Brothers (other than the appearance)?
Specifically this game lacks the heavy reliance on RNG that other similar games have. So your chance to hit is always 100% unless the enemy somehow mitigates or prevents it (or you LOS is blocked with ranged attacks)
This differs from BB which has a more Xcom approach where the dreaded 5% chance to miss will often screw you over