I just played a bit last night, and aesthetically it looks SO MUCH like scape.
It doesn't play exactly the same, but it's close, and I'd hazard a guess that most scapers would enjoy it. The primary differences I saw between it and scape:
-In the current alpha build, you build armies with points and figures have cards with active and passive abilities, along with move, attack, life, etc stats. Stats are comparatively inflated here - we have life of 10 for squads and 30 for heroes. Attack and defense values typically range in the 5-10 area. Combat is really similar to Heroscape, 50% hit per attack number, 33% defense per defense number. Number of hits - number of shields = damage against life.
-Each turn, you may activate a "champion" (hero) first, and then up to two squaddies. If you do not move a champion first, you can activate up to four squaddies. If you activate a champion of a certain given race AND you have a squad of that same race, you can move up to four squaddies as long as those squaddies all match the champion's race. In effect, basically everything has bonding and you pretty much always want a squad AND a champion in your builds. I tried squads only (no champion) and it just doesn't seem to hold up especially versus a champion and squads which share that champion's race.
-Warmonium allows move > attack > move (think super canto from Fire Emblem if you're familiar with that game.) So, you may move 0, attack, and then move all 6 spaces of your move afterward, or you can move 2, attack, and then move the rest (4,) etc etc. IMO seems pretty powerful for ranged units (kiting,) but I have yet to use any range 1 units to really see how they hold up.
-It seems like each figure has/will have multiple activated abilities, and none of these count as or replace normal attacks; they can be used anytime during the turn. I played a robot champion (aka unique hero) that had an activated ability melee attack which dealt 4 true damage and then reduced the defender's defense by 2 for the rest of the turn. So, I can move in, hammer smash some poor squaddie, shoot him in the face via normal attack, and then walk away with the rest of my move. (Oh, and LEAs are still a thing, although I'm not under the impression it's an exact replica of Heroscape's LEAs, it looked similar enough.)
-There are height/elevation changes on the map, but they don't cost extra move to climb up or down. Every space that you move horizontally counts as 1 move, regardless of how high/low it is (not sure if water tiles or other tiles cause this to change yet, but I imagine they do/will) but with two major exceptions: Figure height is still a thing - if you have a height 5 figure, you can't climb up a 6 hex step. Also, fall damage is a thing, and it appeared that it stacks per level past your figure's height. If my height 5 figure jumped off a level 9 cliff down to a level 1 ground, it seemed like 3 combat dice were rolled against him.
-Warmonium doesn't seem to offer any benefits to being on high ground OTHER THAN how it helps reduce your figures' exposure via LOS.
Anyway, yes this is an alpha, but it is decently polished in it's current state. There's a map builder, and online pvp is implemented, with plans for AI games and an AI campaign, and a mode where players can tinker with their own game rulesets/mechanics, apparently. I want to keep my eyes on the game, it looks promising, a good digital offering.