As a system, the game is uninspired junk. It brings nothing new to the table.
As a setting, it has a lot of high-level detail; they even name every member of the six-person Senate/Cabinet. However, they don't bother to tell you how many Marines are in a squad; which are you more likely to meet: a Marine patrol, or the six people who run the galaxy? This odd set of prioritries is a common thing; for example, whores got a full page explaining their training, regulations, medical exams (shockingly primitive), and so on. Thirty years of RPGs and I never knew that you needed that much explanation of prostitution.
The writers need a good editor, as the writing is very unpolished. The writers also have a seious love affair with acronyms, to the point where the already basic writing style is badly obscured,
The alien options (all of whom want to kill Mankind) are simply the 'alien' of the same movie, Reavers from Firefly, zombies, and Reavers from Serinity. All these creatures/villians fight at melee range, which for some reason the rail-gun armed PCs must fear. There is no explanation as to how races whithout artifical or ranged weapons have developed FTL drives.
Just to be safe, the equipment list includes a variety of swords so if you get tired of killing from a distance you can run around waving a sword. The USA hasn't issued a sword or cultlass for combat in over a 130 years, but in space apparently they're still viable. Of course, given the weak combat system, firing a rail gun on full auto and hitting someone with a moderately sharpened strip of iron are about equally effective...
They devoted pages discussing how planetary cores are mined, but provided no rules or information in case the PCs wanted to try running a load of contraband. Or rules for mining planetary cores, in case the PCs are thrilled with all the material on core mining and the GM lets them have a multi-billion credit corporation in PC creation.
All maps and techincal drawings are on their side so pdf buyers are inconvienenced as much as possible. This is especially noticable as nothing in the maps or technical drawings would prevent a modest re-arrangement of data to allow them to be displayed legibly.
Since this is a game built around space travel (to include a chapter of star ships), the rules on space travel make it slow, clumsy, and PC unfriendly while avoiding hard science. Oh, and being in space can drive your PC insane.
And here's another throwback to failures of RPGs past: in addition to a blizzard of acronyms, the writers decided that it was just too cool to use words in place of, well, ordinary words. You don't have a PC, you have an avatar. You don't have a PC sheet, you have an avatar interface. You don't lose sanity, your PC gets 'cold' (although the descriptions of the various levels of 'cold' use the word 'insanity' a lot). You don't have armor, you wear a Enemy Encounter Suit (an EES COG to be precise). Between the acronyms and 'let's use different words', explaining this nightmare to your players will be rough; or you could simply ignore the writers and call insanity insanity.
There's nothing wrong with ripping off movies for material, but instead of making sure that evey major agency in the galaxy has a motto (they do), you might want to explain why races who fight only with claws or edged weapons have developed FTL travel. And throw in a paragraph about taxs and orbital traffic control so smuggler campaigns coul;d have something to work with.
At just over $6 there is enough interesing bits that you could use (certainly not the system) to expand a sci-fi campaign using a better game system and setting.