If this game wasn't dependent on its online infrastructure that will eventually be shut down, like if offline mode, export/import map and export/import raid recordings features were added, I could easily recommend this despite its shortcomings.
However given that it's so online dependent, lacks those features, has its shortcomings, and the developers have said they're basically moving on, I can't recommend this.
As other reviewers note, the game's core concept is solid. The core concept and design is this: players build bases with a slew of traps and enemies for other players to then raid alone or with friends whenever (asynchronous play is underrated). Any other developers, take note, this is a design well worth riffing on. However you go about it from there is up to you, please learn from the misfires of this game to make your game succeed where this one faltered.
The game's biggest fault was the execution of the idea, and a failure to adjust in the face of that to recover and draw back an audience.
Several of the execution errors, in my opinion, were:
Not requiring players to complete their maps to upload them to raid mode, only that a path could be walked by a NPC with more limited mobility than players.
Making it so uploaded maps would eventually expire after a set period, and no longer be useful in raid mode (i.e. helping gain resources).
Despite its online dependencies, very few and limited social features taking advantage of them. E.g. raids of others' bases are recorded by the game, but no way to export and share them or spectate and commentate. Even coop play interactions are highly limited.
Annoying multiple in-game currencies. This is probably among the top for me, as it reeks of discarded plans to try to monetize this greedily that someone thankfully recognized was a bad idea. Despite that it still left the game with multiple currencies to grind that were just annoying to keep track of.
Progression tracks. Alongside the currencies, you have NPC "vendors" with levels to grind, which on leveling up open up new tiers of either items, equipment, or other unlocks to grind after. Grind to unlock more to grind after, fun right?
Those are just a few, some were sort of addressed later, but it was never really enough, especially as some were much too integrated in the design to effectively deal with without a heavier rework than they were willing to do (like the NPC clear path, currencies and progression track designs).
If it happens that this game is still around and playable in a few years time and on an extremely deep discount, sure give it a buy and a spin. Otherwise skip this game knowing that a good game design was at the heart of this, which is why I have so much time played, squandered by the developers' poor execution of it.
It really was a good time despite all the rough edges.