More details (apologies if some of these are old, I didn't follow the campaign super closely):
There will be no dialogue, voice acting, or text anywhere in the game. If there's a story at all, it'll be told with atmosphere and action, nothing else.
There is no UI to speak of. There are two quantitative values, purple (battery?) and blue (energy?). The purple is your life, and isn't directly displayed; the game screen dims to tunnel vision as your health gets low. Your blue is displayed more traditionally in a vertical meter next to a little fairy-like thing that follows you around. Neither auto-regens. Enemies drop pellets that restore both, and some can be found around the environment.
The blue stuff powers your auxiliary weapons (triangle button), of which you have have two at any given time and swap between them with LB/RB. I found a pistol, a machine gun, and grenades in my two playthroughs. Extremely effective, though they drain the meter quite fast.
X was slash, O was dash, Square was a crimson flash shield (similar to SSB Fox's Reflector), and combined with a directional input seemed to be able to repel projectiles or force push enemies. (Not entirely clear on its mechanics).
Pretty simple demo, carve these guys up, doors open. Rushing in and trying to dice things up was quite difficult...kiting (with a projectile on triangle) and careful movement seemed to be more effective, even though dashing and slashing is so kinetically pleasing. The dev who worked on the indie title Samurai Gunn is helping out with the animations and combat.
Y'all know the aesthetics. As beautiful as ever.
Want more.