Wow, pretty cool game you got here! For the most part, this felt very polished and well put-together on all fronts: it felt very intuitive and informative with the way everything is laid out and has tooltips on hover, there's loads of great quality-of-life like these auto-go-to options, and the gameplay has a very addictive and juicy simplicity to it while still having some interesting complexities to it such as terrain advantages, skills, wands, and so on. Really great stuff and I could easily see this on Steam with how professional it feels!
While I am overall positive on it, I will admit that I've only played it for a bit so far, so I'm not aware of its long-term appeal and could just be in the honeymoon phase. Furthermore, while I can see it on Steam, I'm not sure if it would be able to stick out from the absolutely enormous crowd of existing roguelikes. Right now, while it looks and feels good, it's just a bit generic and nothing I haven't seen before, with its only potential quality being its addictive simplicity, which I think a lot of other games can compete with (for example, I love Barony and can't see this doing anything to take me away from that). I dunno, maybe there's something you can do to differentiate it a bit, give it some sort of unique quality to its gameplay, or change up its theming and add some charm to it?
Other than that, there are a few aspects here and there that could use some work, like how its inconsistent with labeling unstable ground (hovering over tiles like tracks and beds do not give any clue how standing on it counts as unstable). I'm sure there's probably some balancing problems here and there, but I haven't played it deep enough to have any insight on those type of issues: hopefully will play more and provide that information on the discord if I find any!