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because it's not even fully released yet.
there's a lot of replay-ability going on behind the scenes but you gotta jump through hoops to get to it. (enabling the dev console, unlocking hidden features...)
but i can assure you, there will be so many ways to play the game once they fully flesh it out. here are some examples:
gems are disabled, eventually you will be able to imbue your weapons with focus damage, crit chance, luck, etc etc
weapon crafting is disabled
equipment crafting is disabled
dyes are disabled
weapon mastery is a wip
2 regions are disabled
multiple armor sets are disabled (thatcher, mega tree, owlitzer, treemon, mothball, floracane, groak, etc etc)
multiple weapons are disabled/wip (same list as above)
a new weapon class is in progress
each enemy has 3 different drops, but you can only use one for this playtest
gloves/boots are a wip
there's a cook that allows you to bring food into battle that's disabled
there's an apothecary that lets you brew potions that's a wip
there will be achievements and daily runs
but why won't they add these in instead of disabling them for this demo? well, because it's a demo.
i think you are expecting too much from a free demo and it's also in early access.
It looks SICK.
My guy going into a demo expecting a fully fledged game. It's in its early stages. Saying it's quantity over quality feels like poor insight, when the expressive enemies aught to have taken a long time to animate properly. Like 3 days to a whole working week per enemy, and likely several weeks just to fully animate a boss. Even if it's not the most elaborate mechanics wise, it's going to be worth buying for the art alone. Likely won't be more than 20-25 to purchase.
Klei hasn't had a single misstep on a game, so I doubt they'd start now.
Worst case it's something fun with nice art to play with the kids.