In a meta-GURPS way, this is kind of a special, potentially paradigm changing book; it might be the first major third party GURPS (technically, Dungeon Fantasy RPG) supplements completely endorsed by Steve Jackson Games. Its potential success or lack thereof could have an impact on future third-party supplements, so in that particular vein, it's a pretty exciting book. I backed the kickstarter at some level, forget which, but the one that gets the hard copy and the digital copies; I'm informed that my hard copy is in the mail, so this review is mostly based on the contents of the digital media. I doubt the physical media will have a world changing effect on my opinion, but if it does, I certainly will revise this review.
With that segue complete, I'd like to say now that despite the book not looking like something I wanted, I bought the book, and I was not surprised; it was very much what I expected anyway: a pretty down-to-earth dungeon delve with some Norsey trappings. I knew I am not particularly fond of most of those things and I still bought it hoping that maybe it would defy my expectations; it didn't. It was exactly what was advertised. So if you read the blurb on warehouse 23 and you like what you read, you might like this; if you read the blurb and you don't like what you are seeing, there is a good chance you won't like it. In any case, let's take a closer, more detailed look; let's see what I liked and didn't like, and paint a clearer picture of my conclusion.