One of the most immersive games in the market right now. The experience is more comparable to single player rpg games.
*Gacha Explained at the Bottom*
The factory ties into the immersion of the game as there are tangible and visible impacts directly tied to the efforts you put in.
E.G.: #1 AIC factory improves "outpost" prosperity, which affects related story, buildings in the world, NPC behaviours. #2 Enables the creation of ziplines and turrets, which you engage daily to speed up daily task completion, giving you the feeling of expanding the frontier (lore-related) #3 Supplies the player with gears and consumables, which also ties into the lore.
Many other gameplay systems also contribute to the immersion of living in the world of Talos-II. E.G.: Delivery, daily stocks trading, staffing the ship's working cabins, rogue-lite modes, etc.
When the player engages with all the systems in parallel with the main story, it gives more weights to the events happening in the story quests.
As such, rushing through the main story without engaging other systems is not only a wasted opportunity, it would make the player feel burnt out, tired, and hindered by tutorials that are meant to lead you away from the main story to other gameplay systems. It is like eating sushi without soy sauce and wasabi.
Exploration is also well done in this game - many explorable areas with rewards are directly next to the routes you go through when playing through quests, it only requires a bit of extra effort to explore and find chests every so often. This encourages people who do not actively explore to actually engage in exploration with a positive feedback for the effort spent.
The world is very populated. In most single player games, different points of interests, camps, cities usually have too few NPCs to be convincing, but the amount of NPCs in Endfield's game world are numerous enough.
The overall feel of the combat system is decent with some highlights. All 4 characters are deployed on field, with 3 chars controlled by AI to automatically attack. This is great for immersion as combat feels much more like a team effort, and enemies may agro to the AI instead of you. The downside is that AI may die if the characters are severely underlevelled and undergeared. The player controls one character, and the player has full control on what skills the AI use. Each character has 3 skills, and they all have a tendency synergize with other characters. It provides some opportunities for reaction-based skill expression, with a bigger emphasis on team building for a satisfying combat experience.
Nobody knows how much free gacha currency will be given out in each patch. Players are confused and worried because there seemingly isnt an industry standard end-game mode like tower/abyss with recurring gacha currency. My speculation is that endgame modes with recurring currency can only provide a limited amount in each patch, so it is perfectly possible for the devs to simply shift those rewards away into other new gameplay features in each patch. Remains to be seen in next patch.
Gacha system is convoluted, but is actually better than competitors in some ways. The only real complain people have is 120 hard pity doesnt carry over. This simply means Do Not pull without 120 pulls. Soft pity carries over - 80 pulls, industry standard. U get 10+10 bonus pulls on the 30th and 60th pulls. One great thing is that every pull (4-6 stars) directly contributes to weapon banner currencies, so a F2P player will always eventually acquire 6 star weapons. Also, 120 hard pity is actually a significantly lower number compared to the industry standard of 160/180 hard pity. Note that each banner lasts 2 weeks only because there are 3 banners in each patch, but any given limited character will also continue to be available in the next 2 banners after their own rate-up banner ends, u'd have a chance to acquire them when u lose the 50/50. This means all limited character are available for 6 weeks. So far, none of the characters encourage the acquisition of dupes as all of them are fully functional without dupes, and dupes only increase a modest amount of stats. This Gacha system obviously makes money out of people who are impatient with deep pockets, but it is otherwise a better system for careful planners.