The gameplay loop is usually the heart of the game. Our loop is straight forward as it hearkens back to some very specific classic CRPGs: the original Realms of Arkania and SSI's Gold Box games. These games had three basic gameplay modes and cycling through them was their loop
Grid Based Dungeon Exploration:

Like those games exploration is first person and movement is grid based. I've always liked this combination that allows for immersive environments while still being very quick and efficient to explore. Along with a grid based map it is always very clear where you've already explored. Dungeon features are easy to spot since they are also on a grid rather than needing to poke into every nook and cranny for a key or switch. Unlike some other classic CRPGs like the older Might and Magic or Wizardry games combat does not also happen in this view.

Whether from special events, npcs, or random encounters, the game transitions to a different gameplay system for combat.
Turn Based Combat:
Turn based tactical combat has had something of a renaissance in the last decade, but previously it was one of the standout characteristics of our inspirations. Rather than the more abbreviated combat of some of their contemporaries both RoA and the Gold Box games had turn based tactical combat where you control your characters individually on a grid.

Our combat is similar just with modern UI conveniences and some (optional) flourishes like combat cinematics. The combat system differs from the older games in quite a bit in practice since we have more complex class and skill systems. We also introduce a system where the battles aren't completely pre-determined. Some combats will be generated randomly for a specific area and can be revisited. Also outside of some combats required by the main storyline, most combats you have a choice of engaging or not.

Town/Hub Exploration:
Like our inspirations there are also safe(r) town areas where you manage your team. Healing up, buying supplies, and advancing character levels are the primary things you do in town. Our towns are a bit more complex than the older games though. Each town area is a grid that you can freely explore like the dungeon areas but without the risk of combat. We've also replaced the menu based npc interaction with exploring the environment for story and quests.

The Loop:
So the loop is: explore dungeons, fight enemies when you find them, return to town to restock and level up. Then repeat. Simple but proven!