I am curious about it, since I am a Hero System fan. Especially since, in contrast to the traditional approach with the Hero System rules, all the rules will be included the RPG -- while allowing customization with the larger family of Hero System rules.
In the design philosophy, they even say:
The involvement of Darren Watts and Kenneth Hite certainly caught my attention.The key design goal of Narosia is to provide a fantasy setting that is both familiar and new. The familiarity is found in the common fantasy elements that have been a part of classic fantasy roleplaying for many years. This means many things to many people, but the goal is to take many of the tropes of fantasy gaming and put them into a context that is coherent and supports the existence of those tropes as part of the backstory and metaplot.
Adventurers are a lauded professionals, dungeon crawling (including traps, greater challenges based on depth, etc.) is common source of adventure, magic has influence on the economy, and the gods walk the land. This is not the extent of Narosian gameplay, but illustrates the extent of the familiar.