My interest is quite piqued as well; especially by the setting and aesthetic. This excerpt from a Kotaku article really gets at why this is initially appealing to me:
Greedfall proved immediately gorgeous to look at. Butler started the demo in a small swampland, where beams of light pierced through gnarled branches. Distant forest trees held sage-colored leaves dotted with faded hues. Teer Fradee felt real, as if I could tell what angle my foot would take stepping on a rock. As Butler gave a brief overview of the area, he mentioned that Spider’s CEO Jeanne Rousseau, the main writer on the game, found herself inspired by Baroque art and Flemish paintings. She also found inspiration in the historical accounts of various explorers and naturalists. Greedfall ’s world design held a specific ethos: to evoke awe and wonder. What I saw, limited as it was, touched upon those feelings. It was a place I wanted to poke at and whose nooks and crannies held promise.