I got this because it is Starfinder compatible. I figured that would mean all aspects of Starfinder would be in here, particularly since it takes the players to 5th level.
This isn't the case though. No space flight nor combat. No vehicle interaction. Ain other words a huge part of what makes Starfinder appealing is ignored for the first five levels in this campaign arc.
Without those aspects it really just feels like a standard dungeon run, with a bit of tech thrown in. Iron Gods already does this.
Additionally, I felt the start is too cliche. At this stage in my gaming life, I've seen this pop up too many times. With such a huge potential in the system for completely fresh campaign concepts, I think this is a missed opportunity.
The authors acknowledge the problems that can arise from the introduction and general theme of the game. They also provide advice on how to handle it. This is a good step and I admit I like seeing these pieces of DMing advice in published materials.
Apart from those issues, I found it well written encounters seem interesting. Unique settings to the Paizo ones, new critters to use, and a nice blend of action and roleplay potential. The use of early linear path quests combined with a more open adventure in the second half of the game makes it a good match for players looking to do more than shoot and scoot in a game.
I will use this as encounters and adventures individually, but I don't see my group getting into this for the campaign aspect. I'm hoping the next issue addresses what I've mentioned here, because at least this campaign looks to be taking the players all the way to twenty! I haven't seen that since the days of Dungeon magazine.
I would recommend this for groups newer to the roleplay hobby though. The DM advice throughout the book is really quite good. The NPCs are interesting and the general concept of the game follows a fairly standard trope in sci fi with its Gates between worlds.