It's . . . PbtA adjacent, I suppose, but in play I found it to feel very, very differently from Dungeon World (which I thought was . . . merely okay, and my group bounced off of it pretty hard).
It has enough additional rules "heft", with the condition tracking, momentum mechanic, and the use of assets that upgrade/progress with your character that both I and my group found it very compelling.
And this is a group weaned on 4e and Savage Worlds.
It's not going to ever be truly "tactical." But in play there's just something . . . tremendous about the way it captures the soul and spirit of playing a mythic viking tribe / adventure group.
Play it solo. If you don't find solo play interesting or compelling, or can't seem to get into the right mindset, go ahead drop it. The group experience doesn't really change that much from solo play.
Super easy to run and offers a good amount of player options to tack on a 3 classes chassis. The Companion book has rule options to make the game a little more dangerous (like halving starting HP). It also has Organization rules and Mass Combat rules.