Player crafts their own procedural dungeon and fight through its floors to gather ingredients, using it to brew potions, unlock new powers and modify the next dungeon run.
The game focuses on player autonomy and prompts them to customize their challenges as well as choosing the tools (skills, buffs) to deal with said challenges. Due to the random nature of roguelikes, the player also has to adapt to the available loot each run.
The combat is where the player benchmarks their plans and the outcomes of their strategy. We're designing the combat with a small set of "atomic" rules that can stack up to multiple outcomes.
At the end of an average run we want the player to feel like they did the best with what they had.