What this game does really well is engage your imagination and your sense of foreboding. You really feel like the heir to this creepy mansion and its legacy, as you guide dozens of mix & match semi-disposable adventurers through the quests laid out for you in your uncle's logbook.
Immediately obvious are the gorgeous, dark, Lovecraftian comic-book-style artwork, and the rich narration provided by our recently deceased mutual relative.
Many familiar RPG elements are all here - a wide variety of classes; most have a single role, though a few can go hybrid. The unit customization is finite and not very complicated, so, you don't have to worry about choice paralysis or min/maxing. There are no gear choices, and only a few skill loadout choices to make.
A dungeon run typically lasts 15-20 minutes.
The only thing about this that is "roguelike" is that death is permanent. However, because of this, you are free to not stress about trying to make perfect choices or craft the perfect hero. Perfect is the enemy of good, and there is a whole lot of "good" here.
The tactical combat is easy to grasp, as are the controls and dungeon mechanics. The quirks and traits make the heroes easy to differentiate from one another, as it gives them a custom pseudo-personality of sorts. Tack onto that the sanity-management system, and you find yourself scrabbling to make it home in one piece most of the time.
The stakes in this feel real. It's not a cake walk. You never have quite enough resources to do what you want to do. You're fighting for every step forward and sometimes have to cope with a loss or a backslide.
You can't always explore every room if you want to make it back alive with no sanity. It's a completionist's nightmare.
And somehow, it just works. It's a memorable game that nails its aesthetic, and is very easy to pick up and put down and pick back up again after months. It's the swiss army knife of RPGs. Highly recommended.