Absolutely loved the early access. I only heard about Solasta recently, and didn't realise how much I wanted a rules faithful game. My experience was very positive, I've got a few gripes but they are mostly things which are an artefact of EA or actions in combat needing a confirm dialogue, or warning about item interactions.
Playing blind (no pun intended) the implementation of lighting in the mechanics, and how it is handled is about the only major issue I had with the game. I registered mainly to say it wasn't rules accurate, but read it was by design. I don't really think it's a good change, but in addition it could be handled a bit better.
Bullet pointing why I don't think it's a good change:
-It's more impactful as a change to strategy, it doesn't really add depth there it just makes some choices more valuable
-From a tactics perspective it hurts player action economy but I'm not sure it actually adds depth. You can't regularly attack at disadvantage so you just either have to accept being lit entering combat and having a disadvantage from range, or eat the action cost of lighting enemies.
-It purely disadvantages the player, there's not really any scenario in EA when they can turn the change to their advantage that I can see. Ultimately the player's goal is to bypass the mechanic, which probably means it's not that interesting in the first place.
Why I don't think it's handled well:
-The player isn't really warned, cantrips like light and dancing light are more valuable. Playing blind you don't know that and they at creation. And they aren't on the recommended list when you auto select.
-The first encounter it comes up in is already a massive difficulty spike. It is collectively a much larger HP pool than you've had to deal with. There's the shove to death mechanic where a successful enemy shove is much more impactful on reaching a game over than a player shove is to winning the encounter (the ground seems to be lava and feather fall does nothing). So ranged is massively important, making lighting an emphasis for the first time there felt bit much.
-The first opportunity to get cantrips and try and deal with the issue is level 4 so it's a fair while until you can start to correct.
-A lot of the time it's not visually telegraphed you are even in low light.
It could be handled better, then it would be less of an issue, but I'm not convinced it can be a net positive to making the game interesting. If there were more ways to light an environment tactically it would be better. But it's still just eating player actions to deal with a disadvantage (both literally and abstractly). It's not really a trade off you are making a decision about, you just have to do it until you have the resources to bypass the mechanic.
Still, I'd take it over surfaces everywhere all the time.
Had a great time with the game and looking forward to playing more when its completed!