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As for saving, it happens every turn, so I wouldn't worry about it. Length of runs greatly depends on how long you think on your moves.
Theoretically, yes. If you were to know every map and every weapon given to you (so you wouldn't waste rewards on things you'll get just a battle or two later). But without precognition, I would say you can win *most* runs.
It feels like a chill puzzle game.
However, if you get a Game Over, you can't reload an earlier save midway through the run - your run is over and you will have to start a new one. In that sense, this game is rogue-like.
The time-length of a run depends on how long you spend analyzing each turn, what difficulty you have the game set to, and how many islands you complete; I'd expect Easy or Normal runs to take about an hour and change, Hard runs to take two hours and change, and Unfair mode runs to take multiple sessions.
However, enemy attack behavior and your own weapons' effects are fully deterministic.
You might possibly prefer the upcoming game Tactical Breach Wizards, which seems to fit your description much better (not a roguelike, linear campaign with handcrafted levels, pre-set enemies and positions).
However, you could always watch videos of this game and think about whether you would enjoy playing it. It might be more fun than you initially thought. Or not, everyone has their own tastes.
I meant that most of those games you mentioned - Gungeon, Hades, Binding of Isaac, Roboquest - are action/arcade games. Literally the only major similarity is the roguelike meta progression between runs, of which Into The Breach has a relatively small amount of. Otherwise completely different genres. Also Enter the Gungeon has far more RNG than Into the Breach.
Not really sure what you want out of this thread tho. People described it and you reply it sounds "really awesome and enticing" but that you're just "not ready to believe" it's worth buying, and moved the goalposts to "nullified RNG" and only handcrafted puzzles? Whatever floats your boat I guess.
Into the breach is about extremely tight tactical gameplay. And when I say extremely, it's extremely. Even on normal difficulty, you WILL struggle to find the optimal play in a lot of situations. There usually is one, the game is not necessarily RNG-reliant (although first turns at the beginning of runs can do you dirty sometimes), but the balance is so tight that the difference between victory and loss often relies on you finding that one unconventional perfect play. It's a game that's really good at reliably putting you on the edge of defeat and forcing you to make the most out of a bad situation, and rewarding you for thinking out of the box.
In a lot of situations you will face an absolutely devastating turn, convinced that loss is the only option and the game actually RNG-owned you, only to find out after 5mn of brainstorming that there is a perfect solution to the turn if you put X mech on Y tile and fire at one specific spot in the scenery instead of trying to shoot at the opponent. You have to periodically unlearn how you approach your fights so that you can pay attention to ways to win that you're not used to or that are situation-specific.
Definitely a game to go for if you like tactical in general, like advance wars or lunatic mode fire emblem games.
While the game IS a tactical marvel and not really RNG-reliant, it definitely is aimless, and slightly lacking in content. You basically just redo the same scenario with the same 5 islands with randomly generated variations of the same missions over and over while trying out new mechs that open new tactical opportunities, the game relies on you liking the gameplay, there's no scenario to speak of.
The fights themselves are always fresh because the placement and race of the opponents, the layout of the land, and the composition of your own team is never the same, but everything else is a bit same-y in the long run, so it all boils down to liking the challenge.
I would argue ITB's randomly generated puzzles are better than handcrafted games, because every single situation is on-point and doesn't feel too easy or impossible to beat. Every single turn in a campaign will have you struggle and think hard like a handcrafted puzzle would, and since it's not handcrafted, you can infinitely replay.
ITB tho is a puzzle generator game. It never have that Rouge-Like unfaireness from my play time. You know what in each Island, You know the Vek, You know squad's can and can't.
It's the kind of game where the moment to moment gameplay carried iteself.
So it's more of a "is puzzle game is your jam" kind of thing. Dead Cell, Gungeon, ITB they're just fun game to pick up a controller and play. The RNG just there to keep the game fresh.
EDIT: The're is one RNG element in it, but it's a 15%-30% chance for an "extra life". Generally you just assume that it doesn't proc. If it does, you'll get a free breather.