I’m a fan. I think it’s a very solid dungeon-delver, stronger storytelling and progression than Gloomhaven, but worse combat (which is unfair… Gloomhaven’s combat system is kinda its raison d’etre and is extremely strong).
Downsides: the game doesn’t tell you what you need to do to win until you lose… you know you need to get back home, but there are multiple ways to get back home and unless you are very, very lucky, you’re not going to find a “good” ending until you’ve stumbled into at least one (or possibly two) “bad” endings. Which is unfortunate, but not a deal-breaker.
Oh, and as much as I like most of the mechanics and writing in the game, it doesn’t really explain why you get to do everything a second, third, or fourth time while retaining all of the knowledge (but none of the gear) from previous runs. Which, as a lover of FTL, doesn’t really bother me, but I can get why some people wouldn’t be crazy about it.
I haven’t tried the sequel, but a buddy I trust has and says that it’s generally stronger, but he hasn’t played it nearly as much as the original. As I am currently wading through Frosthaven, I kinda get it… FH is unquestionably better than GH, but I played GH into the dirt and I’m just not as excited about FH. I dunno why. It’s better but not as exciting? Anyway, I suspect Sleeping Gods Distant Skies to have that problem.
Oh, I wanted to mention my favourite thing about Sleeping Gods: the game (almost) always rewards you for trying. In many games of its ilk (including my favourite, Descent, or GH or HeroQuest or whatever), if you try to do a thing and fail, nothing happens or, even worse, something bad happens. Often these tests are arbitrary (“You see some red birds in the distance. Do you shoot an arrow at them?”) and you are punished for picking the “wrong” decision without ever really knowing any method for finding the “right” decision aside from getting lucky/unlucky (“You did fire an arrow? Oh, they’re dragons and everyone loses 5 health… oh, you didn’t fire an arrow? They were tasty, tasty Chickenhawks and everyone would’ve healed 3 damage and earned 4 coins…”).
Sleeping Gods constantly rewards you. Whether you pass or fail a test (and you almost always know the pass/fail conditions), you get the same reward. If you fail, you take some damage (which is finite), but you still get the reward. The game is constantly encouraging you to try things. Push that button! Punch that monster! Climb that cliff! You know that if you try, you will be rewarded… but if you fail too often you might lose the game. It’s great.