Thanks for the questions!
It's a fairly traditional game in that there is a GM. Since the game takes place in two places (dystopian Earth, similar to Matthew Woodring Stover's Acts of Caine series, and the Splinter, an infinite megadungeon), there's a lot of flexibility in the kind of focus the GM wants to place on his or her campaign. You can have your campaign take place mostly on earth, surrounding the struggles of the Players to get famous, earn their freedom, and fight the system, or place your focus largely on the dungeon that is the Splinter and the exploration thereof.
One of the major aspects of the Splinter itself is that it's constantly changing and shifting (at random or at narratively appropriate moments, at the GM's discretion), and it has levels of technology anywhere between traditional Medieval swords and armor, modern day weapons, and even technomagical futuretech - and all of these things can exist side by side. The book includes random generation tables for quick Splinter level creation, but if a GM wants to take a bit more time to create an area of the Splinter that's more cohesive they're more than free to do so.
There are a lot of different "modes" of gameplay, both within the narrative of the game universe and also for a GM and players. If you want to, you can focus on a game mode that's quick PVP with no story, a longer Dungeons and Dragons-esque sprawling dungeon adventure, team capture the flag... basically anything you can come up with. We have ideas included in the book as well.
The coolest part of the game's rules is that, as a GM, there is a specific and numerical and instant reward you can give your players for roleplaying well. Since what takes place inside the Splinter is being watched by an earth audience, there is a mechanic in place for "color commentary." When a player wants to perform an action, they can narrate what they want to do as though in an action film. The GM can then reward that player extra dice for that specific action depending on how good they think this commentary was.
Sorry the answers were so vague... one of my favorite aspects of the game is its flexibility so it's a bit hard to answer your questions concretely. I do have a cheat sheet that I give to players at demo games, but I'm not sure how useful it is outside of a demo setting.
Again, thanks for the questions!