
Wildaria: a lasso, a mount, and a choice between civilisation and nature
You tame any animal with a lasso, ride it into battle, and the main quest asks you to pick a side.

You deny claims, file HR paperwork before flirting, and fight on a grid. The writing is funny, the combat more debatable.
Alexandrosse
The pitch deserves reading twice. You play the noblest of fantasy heroes: an insurance adjuster. When the world's greatest adventurers are cut down by an ancient enemy, your company is on the hook for their life insurance claims. Unless, of course, you defeat the enemy yourself, thereby proving those heroes were simply underprepared. Claim denied.
That level of absurdity sustained throughout is already a promise. And the writing is what carries this game.

The studio OmniMegaSuperCorp bets everything on character comedy and lines that land, with the ambition of mixing the joke and the sincere moment. From what we have seen, it works: the office world laid over heroic fantasy produces exactly the intended dissonance, and the idea of having to file the appropriate HR paperwork before courting a colleague is a gag that renews itself better than you would fear.
Now, your remark about characters being a little too obsessed, a little too often. You are not imagining things, and it is not even a veiled criticism of the studio: it is an advertised selling point. The official store page quotes the voice actors saying this is the horniest thing they have ever recorded, and the description promises you will fall in love, or at least in lust, ideally both.
In other words, this is not a slip in tone, it is the editorial line. If permanent locker-room humour tires you quickly, you will know where you stand within the first hour, and it will probably be a dealbreaker. If it amuses you, you are precisely the target.
On to the mechanics, since that is the point you wanted checked.
On paper the game claims strategically dense grid-based combat. Concretely, the announced systems are: hundreds of abilities to customise your team, equipment based on corporate swag that boosts stats, and promotion paths to choose for each character to unlock new skills. That is the classic structure of a tactics game with progression, with corporate dressing on top.
The most interesting layer is elsewhere, in the management of time and burnout. Your evenings are limited: spend them nurturing your budding relationships, or working to improve as a tactician. The game insists heavily that these decisions are permanent, and this tension between social life and competence is a genuine design idea, far more original than the combat grid.
On the tactical side, nothing in the announced systems exceeds the genre standard. Hundreds of abilities and promotion branches is a catalogue, not a signature mechanic. No particular terrain, tempo or positioning system is highlighted, and in a grid tactics game that is usually where depth comes from. The doubt is therefore consistent with what the game advertises itself.
Still, tactics is probably not why you would come. You come to deny a dead hero's claim and file a form before kissing someone. On that count, the contract looks fulfilled.
One practical caveat to finish: the game is available in English only, and given the density of dialogue and wordplay, that is a real barrier.

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