I suspect it's because it's a Fantasy Heartbreaker that didn't capture a lot of long term play. It's got a lot of innovations in it, and I particularly like the concept of the character burner, but for me - while I can't actually hate anything I don't play - I had three big problems with it.
1) It's combat system aimed to support detailed process as simulation, while the rest of its system aimed to support high concept story play. Both seemed to be a bit extreme in their design for my taste, and the combat system just seemed to detailed for anything that wasn't inspired by something like the works of Dumas and fencing simulation as core of play (sort of the fencing version of Aces and Eights, another innovative but complex system).
2) There was a lot of features of play that involved, meta-play rather than play. That is, very often play was supposed to stop and you'd were supposed to have a discussion about what the prior play had meant and what direction future play was to take. To me it felt less like a game than like agile software development applied to story creation.
3) The snarky edgy writing style drove me bonkers.