I played The Last Book with its creator several years ago and I'm delighted to see that it's finally released into the light of day, or the light of itchio. "Crunch" is a loaded and polarizing term, and while it is probably fair to call this game crunchy, it is not particularly hard to play. There are two disparate resolution systems, basically one for unopposed skill checks and one for contests, but neither involves a lot of math or complexity to resolve. And honestly, it makes sense to separate these two aspects of the mechanics anyway, since they have very different valences.
What makes TLB crunchy, for me, is its granularity and how "zoomed in" the moment-to-moment gameplay is—in other words, a single battle can take a long time IRL to resolve. But there's tons of texture and tactical decisions to make long combat feel fun and interesting. On the tactics, TLB offers an enormous menagerie of character options, but there are ways to streamline that for folks who don't enjoy theorycrafting.
The world of Qir dispenses with a lot of the cartoonish fantasy tropes in D&D and its derivatives—not that I dislike those tropes or games necessarily, but it's nice to see a game chart its own course. It feels much more like original Robert E. Howard (who was, it must be said, a scumbag, but a skilled writer) than the funhouse mirror version of Conan that we so often get in fantasy nowadays. The game's dedication to its unique setting—really a specific area in its world if I recall, inspired by middle eastern history—makes it feel grounded.
