What a cool game. I'm not sure if it's a very good game, but it does some really interesting things. So it's a space combat sim with a branching storyline dependent upon mission success or failure. You complete your mission, your army does better in their fight against the insurmountable; you die or fail your mission, the game continues with your faction in more dire circumstances. This means no 'try again', it's do it or don't until the story ends. When the thing's over, you can jump to any major turning point and replay the game from there. I was able to get four endings: 2 good and 2 bad, though none were the result of beating every mission.
The production value is really strong too. I like the UI, the cutscenes, and the scale of it---it creates an expansive atmosphere for big ships and vastness of space and the many objects in it, even if each mission is restricted to a battlefield. The gameplay is serviceable, with different weapons and pretty decent handling. The ships all decelerate and feel like they're underwater a bit, but it's not hard to get the hang of.
The problem with it is the mission structure. They're often single objective missions that range from incredibly easy to 'oh, I guess I just lost'. Friendly units are useless (especially anything big), which makes any kind of protection mission a real pain in the ass. And most of the game is protection missions. Miss a fighter a couple times strafing your battleship and the mission can go down the tubes. Mechanics unrelated to dogfighting, like using the janky tow line, or taking down bigger ships, can feel janky and underdeveloped. That the story is told rather impersonally, with no characters to speak of, can make it feel more like a series of unconnected, inconsistent but nicely rendered space battles, rather than the epic war that the architecture or grander design is working towards.
Luckily the game has two sequels, so I look forward to seeing what their approach is.