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Pros n Cons?
The other games like this that I own are Firaxis' X-Com and Jagged Alliance 2.
The tactical part is decent enough - visuals aren't much to write home about, but at least the sprites show the equipped items, there's plenty of stuff to use, old favorites like destroyable cover, hand grenades and special skills are around.
You can customise your units (change their names and the visuals of their sprites).

Sadly, the tactical battles are strung together by a FTL-style random overworld map with limited moves (fuel limit), which are only replenished via random events, loot (if you're lucky) and the occasional trader (who will fleece you for all you're worth for it...), aka "Screw you, Player One, RNGesus says 'Go die in a fire!'". Not really fond of this.

Also, the difficulty level is non-adjustable and on the harsh side. If you're into turn-based strategy and FTL-style shenanigans, give it a shot. If FTL infuriates the heck out of you (like it does with me...), you'd probably better avoid it.
I've played a few hours so far and it's decent enough. Not getting a massive urge to keep going though. I agree with above poster; the combat is pretty good. Challenging at first but conquerable, overall well balanced. But it suffers in most other respects. Or, I should say, for its price.

The node-based travel meta-game only compares to something like FTL in the most skeletal way. In FTL, the nodes tell an eventually depthful and engrossing lore. It makes it feel like a journey. Like you can build your own narrative. There isn't that magic to the meta-game in Depth... There's a "plot" of sorts like FTL, and objectives to achieve that advance that story, but inbetween there's no characterization, minimal interaction with the overworld, no stories other than rote place-setting for locations.... Dunno. There's a LOT of nodes to optionally explore, a lot more by the looks of it than a typical playthrough of FTL, but I can't say I feel motivated yet to do anything more than head straight along the story branch.

Then there's the graphics. The pixellated world is consistent in itself and fairly well drawn, but like the meta-game it just isn't very imaginative. The settings, architectures and layouts are drab and repetitive. The menus are great, but the tactical UI looks badly dated, is finicky to control sometimes, and visually confusing. eg. Tough to determine possible Lines of Sight; you have to rely on whether you've got hit percentages on display; obstructive tooltip popups that can't be turned off and unnecessary extra clicking; orange glows along the edges of your unit's furthest movement... and a lot of the interior environments have orangey/rusty edges along the floor. Pretty bad design oversights.
So far, the effects and sounds for the weapons are pretty limp too. It doesn't even feel that satisfying when you pop a pesky pirate bearing down on your squad. The starting weapons all kind of puff weakly and draw a line in the air. I'm hoping the weaponry gets more fun. The minigun IS pretty booming though, so that's good.

A lot of this stuff can probably get fixed or expanded upon, but atm I'd only recommend it on sale. Unless it gets much better further in, I think $20 is too steep.