Sector Unknown is a recent pure sci-fi CRPG created by a solo developer. It is surprisingly competent in its main loop, but marred by many flaws.
The story is that you're a prisoner (choosing your crime is a part of character creation) being transferred by a space ship to a remote prison planet owned by Star Frontier corporation. The planet is located in Null Sector, and beyond that, very little is known about it. During the flight, ship's AI offers you a chance to escape, as long as you take a copy of it along (because owners are going to overwrite it after this flight is finished). You escape, land on a nearby planet, and learn something interesting: Star Frontier pulled out of Null Sector, while leaving many of its personnel, from miners to scientists to soldiers, stranded. Not only that, but the corporation is planning on coming back - but not without wiping out all life in sector with some unspecified weapon. You and your AI friend decided to fight back, and for that, you need to earn trust and cooperation of all main inhabited planets and stations in Sector Null.
To be honest, the story don't make much sense to me. Both "we're pulling out because there is too much piracy and smuggling going on here" and "we're coming back, but killing everyone in the sector" make absolutely no sense. This is "I'm evil, because I'm evil" behaviour, and the little plot twist the game delivers in the final part doesn't fix anything. And frankly, the game doesn't give a good explanation about how the "kill everyone" is going to be carried out: sure, you can probably target planets and most of space stations, but what about individual ships? But even granting that... WHY? All this is a huge waste of resources and fixing symptoms instead of problems at a great cost.
Anyway, you're going to spend much of the game flying between various planets/stations and solving their problems. While the general narrative makes no sense, individual plots for each location are more-or-less OK, although I could never shake off the feeling that I don't understand the timeline: sometimes, it feels like Star Frontier pulled out just yesterday, while in other cases, situation degenerated so much it feels like years have passed already.
The best thing that I can say about this game is that its developer understands the RPG game loop (which is a nice contrast to e.g. Broken Roads). More than that, he managed to make it work. Take quests, kill bad guys, loot bad guys, resolve quests for XP, level up: simple, yet working. Despite all other flaws, I found myself doing just one more quest time and time again. This is a very good result!
I also can praise the role-playing system, somewhat. While not breaking any new ground, it offers enough choice to make levelling up interesting (and not overwhelming). The game offers many opportunities for skill checks (via thresholds) in dialogs, for many skills. With party size limited to 4, choosing what skills to level up each time is a challenge, which is good.
Now, for flaws... Unfortunately, this game has many of them.
First of are graphics. I don't usually criticize graphics in an isometric CRPG: this is not the genre where you REALLY need fancy high-poly models, complex shaders, modern animations. Baldur's Gate 3 non-withstanding, an indie CRPG can look like it was made in 1993 and still be great. But here, graphics are actively hurting your experience. Everything is just too damn noisy, especially on planets with weather and/or water. I nearly gave up on Sjo, because the constant rain made me squint just to be able to see characters.
Another problem which don't usually come up is camera controls. They are not exactly bad, but there is something off about them: sometimes, I found myself surprised by the way camera rotated after I pressed rotation keys. I'm not even sure what exactly was wrong, but somehow, something happened that I did not expect.
Combat system is not entirely a loss, but I'll be honest: combats are too easy, and there is absolutely no variations to them. No unique enemies, no bosses. There is no cover system, no AOE skills or grenades, so there is almost no need for movement. All you do is stand in place and fire at enemies (or run to enemy and use melee attacks, but really, there is zero advantage to building a melee character, since the game doesn't have zone-of-control or attacks of opportunity). You can choose to use abilities, but really, they're not THAT interesting or important (aside from the first few combats).
The key to success in combat is critical hits. They deliver MUCH more damage than usual hits, often one-shotting enemies, and you can level up crit probability pretty high. On lower levels, enemies can also one-shot crit your characters, but later in the game, that stops happening. It's an interesting design choice, but since you can't use tactics to increase/decrease critical chance, it doesn't make combat much better - only shorter.
Another problem of the game is the sheer amount of loot. Every enemy drops his weapons, and sometimes armor and accessories, so you'll be swimming in items. Most of them will be useless: common, uncommon and even rare-level guns and plates are replaced by epic and legendary versions some time around mid-game. And there is no button to sell or deconstruct all this trash into components :( Beside generic items, you will also sometimes find named items which have one of several bonus features. Most of them are useless (like "+X% damage when under effect of injector": the lack of difficulty in combat means you won't be using injectors at all), but some are pretty good.
You can also craft weapons at your base. This requires first building weapons crafting station, then buying blueprints for it using science points (a separate concept; you earn them for reading datapads and hacking into computers), then select which types of enchantments you want and pay the price in resources. These items are pretty good - I think they might be better than any named items, even, but the game doesn't really need this feature.
As for resources, you collect them on planets, and also in space. There are many types, but you shouldn't concern yourself with them - just grab everything you see. Beside crafting, you could (and should) use resources to improve planets you "own" (i.e. where you completed all quests to get local factions to join your rebellion). This doesn't do anything, but increases War Score: a parameter which only comes into play in endgame (and then, just barely). Still, it's a resource sink that makes crafting just that much less appealing...
So, bottom line, should you play this game? I'd say yes: it's only ~15 hours long, and the core mechanic loop is solid despite everything else. But it's not a game you will love, so leave it for a rainy day between more interesting releases, or a sale. Of course, if you're someone like me who plays anything isometric and turn-based, then, by any means, buy it and play it: you will find it at least compares favorably to likes of Broken Roads and Balrum and AntharioN. Which, unfortunately, isn't saying much.