No zombies in this one, sorry. We will have some scary bits, but it will be relying on some enemies you've never seen before in other games.
Most of what you're looking for in your list we aim to deliver, but also bear in mind that a lot of the most strategic elements will be coming through alpha and beta, rather than being there right at the start of alpha. Some of the scary stuff, too, but we also plan to have some scares in there right from the start.
This is still based around... craftable
things, I guess I should say. Not necessarily all items. It's based around crafting spell gems (both emissive and augment forms), traps, weapons, and consumables. Alden Ridge was very much about the traps to the exclusion of everything else on that list, and that's no longer the case. We've broadened things quite a bit, but that actually allows for more options on ways to play.
In terms of primarily fleeing rather than fighting, that depends largely on how brave you are, I think. If you want to brave the high-level (compared to you) areas, then you must run, you are absolutely pathetic compared to the enemies and they can often one-shot kill you there. On the other hand, those that are wanting a tamer experience can stick to areas that are closer to their own level until they level up more, and then it plays out more like Zelda, where you can fight anything you see, but some things are more challenging than others. The rewards match the level of the region you're in, so you can do what you will.
There will also be some other enemies that are completely un-killable, in some of the more hostile areas, and sometimes inside. These ones you have to either avoid, or simply run like hell from. Some players will learn avoid the desert like the plague, I think. Personally I think I'll spend a fair bit of time there.
To me, I think the scariest parts in a game are when the entire game isn't that scary, but when something scary suddenly happens. When things are relatively benign and just poking along, and have been for hours, and then something terrifying happens, that contrast just absolutely is the best.
Anyway, in terms of the world and the gameplay itself, we're really going a lot less monochromatic than we've discussed in the more distant past. Hope that makes sense!