At some point during development (probably right after they became aware that there was no chance they could make their save-system work, let alone finish a proper dungeon crawler in the next few years), they seem to have decided to use all the work done so far for a game based around randomized missions in non-persistant levels. A little bit of rogue-like mechanics, which are all the rage right now, right?
Unfortunately, the game doesn't really support it all that well. To make that idea work, they would have needed a very different approach right from the start.
I have said earlier that once in a while you can get a glimpse of something greater behind the mess that UA currently is. The ideas they had for the magic system e.g. are actually interesting. A properly executed system like that quoted by
BEvers would be quite cool.
Some of the maps, when finished according to their (presumable) initial design vision (filled with the respective inhabitants and integrated into a proper interconected persistent world) might have been good, too. That would have likely taken them at least another 6-12 months, however.