This build-up phase, however, is not really challenging yet truly innovative and is therefore very quickly become boring.
Story
The Kampanie must be taken seriously in any way. The story is one big joke. While bringing a discussions of the characters often laugh again. Often times the humor is well enforced so that it just is not funny anymore.
One would have the story may well make more serious.
The groups and combat system is at first glance a great idea. One can Sqads monsters form stay together and help each other. (Eg tank, healer, dps) but species fighting anyway afterward made in confusing mass slaughter. Since the mass and strength of the enemy attack with a forcing factories own monster masses and tactical approach is pointless.
The so-called Co-op mode ... if you want it to call at all so. Each player has its own dungeon and own Quest area. The other player can not intervene there. And thus, every interaction, which indeed is the meaning and purpose in a co-op mode, impossible. In fact, the only one where his teammates one sees the raid card. And there you can then even each other's raid places to dispute. What counts in my eyes rather than play against each other as KOOP.
I can not really say what the multiplayer battles. I've got so far not found a team-mate for. There are several game modes which all may sound quite interesting. However, I believe that the long and tedious development phase at the beginning of a round quickly spoils the fun.
Conclusion:
The game had very good ideas. However, it lacks house high in the implementation. The hope to have found a successor to the legendary Dungen Keeper will be made the first missions very quickly destroyed.