Excellent work on making the first release----keep at it on all the hot fixin' excitement and come end of July you should have a sizable expectant audience awaiting 0.2.0. 8)
So much moreso when you slay your cross-platform demons successfully as that'll be a major hurdle cleared.
I'm digging it so far. One thing I couldn't figure out was how to look at the health/injuries of my guy (army?), during and after combat.
It crashed two times for me. Both times was when the game loaded a new map-portion...
Seems cool though ;D
I can't imagine that any of my feedback could be anything more than redundant, but I downloaded and played your game. Locational damage is awesome and I think your priorities will really differentiate URR from other new Roguelikes. I'm very eager to see where it heads. So please quit your job, abandon school, let your personal life atrophy, and develop this full-time. September is a long ways away.
Congrats on the grand fix release, here's hoping no further showstoppers emerge and you can take a well deserved sojourn to the land of everything-other-than-URR. 8)
For the rebalance of skills into some sort of streamlined tree or crazy web-thing like in Path of Exile, I would offer a partial suggestion: Keep many of the crazier or more esoteric skills, but keep them off the "tree" as it were proper. Instead, let them be the purview of random, secret scattered hermits/gurus and whatnot that would perhaps impart them to you via a personal quest and/or some varying but possibly significant factor of time spent learning them to a master level that could prove a future edge for your character but would essentially take them "out of the world" for the time it took do to so----thus adding some degree of risk for unforeseen consequences as things develop without your input or even awareness.