You can check out the current version of the character creation booklet right here (be warned, it's still very error ridden and filled with text artifacts from Unity). This, combined with the Unity Underground gamma rules, should be enough to get a solid feel for the game.
I just started running my second series of home playtests for the game. It's too early to determine "how it's going" but I expect many drastic changes and returns to the drawing board. The first series of playtests back in Kansas City seemed to split the testers pretty evenly between love and hate ;)
I'm very excited to be working with Abigail Larson to develop the visual style for the game. Abigail has a wonderfully distinct style and it fits perfectly with the Haunted Arms aesthetic.
Abigail's original sketch for the knight class.
The final illustration for the knight class.
Concept for the female version of the knight.
"Fairy amber" specimens. You can slot these coveted artifacts into your weapons and armor to imbue them with magical potency.
Basically, this is my version of D&D. It's not a retroclone, but it is pretty heavily informed by the OSR movement. It will be very much like Unity Underground, but grittier.
I'm drawing a lot of inspiration from Darklands (the computer game), the original Quake, the Dark Souls/Demon's Souls series, the Diablo series, Brotherhood of the Wolf, and the Warhammer universe. I've also noticed influence creep in from Anne McCaffrey and China Mieville, both of whom I've been reading recently.
Like its sister game, Haunted Arms will focus on fast-paced combat and resource management paired with streamlined, minimalist rules. It will feature a human-centric setting (no elfy/dwarfy stuff) with a very gloomy cosmological outlook.
More updates soon.