What's going on with the mechanics?

It is not an easy task to describe mechanics of Inquisitor, because they are not trivial - especially for players accustomed to classic RPG/FPS solutions. Let's start with the basics - deceptive lack of dynamics is caused by a turn-based style of game. Although, first person view is utilized and immersion is not broken by the half-measures of classical adaptations of board games. Every step you take, every move you make will cost you action points. They are very limited, so since the very beginning you have to think through your actions. Interactions between non-playable characters and player are based on your and their stats modulated by a dice roll.

However, there's also a factor of how are you gonna interact with them. No person will reject a simple talk, even if their words will be "fuck off". Everybody has their price, so using that knowledge you can bribe a settler. If you aren't afraid of consequences, you can intimidate and - that's especially fun - torture, using one of many upgradeable instruments. There's no instant action in here, but your consequences can be, of course, instantenious. Story of the game is divided into 20 scenarios, each with some degree of randomness and procedural generation, so you won't be bored at n-th replay. It's important to note, that every scenario also contains some special actions to take and explore, so don't imagine this title as "game about talking and torturing".
That's the basics, stay tuned for more!