The basic format of play in Errant Assets is very similar to DND - there’s a GM who plans and guides the stories, each player controls a specific character and makes all the decisions for that character, dice are rolled to decide important story points and resolve conflict.
But, there are some key differences:

Overall tone

While many TTRPGs involve super-human characters accomplishing world-changing tasks, Errant Assets is about almost-ordinary people. Direct approaches will result in a quick, short end for your characters. Instead, you’ll be challenged to cleverly leverage limited resources to accomplish your goals.
Life may be cheap to the powerful, but it’s the only thing of value many folks have. Violence, especially lethal violence, is a serious matter, rapidly escalating the violence of non-player response, and potentially causing long-term grudges.

World

The world of Neon Sorcery is high tech and high magic, and that’s led to an arms race. Physical walls have been reinforced with technical and magical marvels. The surveillance state is very real, every movement recorded, privacy and secrecy something rare and unfamiliar.
Feudal lords have been replaced by corporate overlords. Though there is technically local government, it mostly acts as a mediator between corporations. Individuals outside of the corporate structure are left to fend on their own with scraps.

Mechanics

Instead of varied dice and added results, Errant Assets uses pools of six-sided dice and counted successes. Each 5 or 6 is counted as a success. You’ll need a certain number of successes to achieve results.
Each 1 counts as a mistake. Mistakes need to be addressed or may have consequences.
During hostile encounters, each character gets 3 action points to spend, plus a free movement. Different abilities cost 1-3 action points per action.
Characters can react to any character action they perceive ahead of them in initiative, spending 1 action from their turn. Characters can take multiple reactions, but each will cost the associated action point.
Distance is measured simply as near-close-far.
Many actions require only 1 success to succeed, additional successes are used to enhance the action.

Characters

There are no classes or set character levels. Players use XP to raise their character’s abilities non-linearly during downtime.
Characters have 4 core attributes: Fitness, Synchronicity, Logic, Wit
Etiquettes and skills play the role of Charisma. Specific situations will determine who is best to speak to NPCs.
There are 3 types of soul that grant special innate abilities: Astral, Resonant, Essence.
Skills are the bread and butter of every character. It isn’t enough to rely on innate ability alone.

What kind of character is right for me?

Characters don’t have classes in Neon Sorcery, so you can be flexible. Characters can grow and shift in any direction during gameplay, evolving as you settle into the actions you enjoy.
However, some character abilities and traits lend themselves toward specific play styles:
If you like
In DND you might play
Focus on
Talking your way out of problems, charming NPCs
A bard or paladin
Influence skill
Punching problems in the face
A fighter, monk, or barbarian
Combat skill
Sneaking around, spotting traps
A rogue
Sneak skill, Perception skill
Having a pet or companion, always having a gadget on hand
A ranger or artificer
Gear, especially drones with a sprite
Accessing secrets, hanging back out of physical danger
A ranger or gunslinger
Decking
Area control, forcing the world to your vision
A wizard
Casting
Errant Assets is meant to be adaptable and open, so many mechanics have build-your-own rules to help you configure what you need for your own homebrew setting. If you have an idea for your character or actions, ask your DM and you may be able to build something to fit.