They just debuted this in a PAX panel, with a lengthy gameplay demo. For those that missed it, it's kind of like a first person puzzle game that is fairly open ended in the way you interact and tackle things. At any time you can bring your radio up and talk to Delilah, asking about an item you are looking at or about your current objective or whatever. The amount of spoken dialog and options to pick from was very impressive, and often quite funny. How you choose to interact with Delilah (being honest, ignoring her, etc) will build your relationship with her throughout the game, in a similar way to "____ will remember that" from the Walking Dead games, I suppose.
As an example, from your tower you spot some campers in the distance setting off fireworks, which is obviously a potential fire hazard. Delilah directs you to get over there and tell them to knock it off. You need to get some supplies from a supply box on the way, in order to navigate the environment to reach them. Delilah tells you the combination for the lock is 1234. Actually the combo for every supply box is 1234. Your choices to respond are something like:
Lazy
Funny
Smart
When you get to the supply box, if you input the wrong combo, you can ask Delilah what it was again, and she will reply sarcastically. Opening it up shows a map, a note, an antler, a rope, etc. You can comment on the note to her, the map, the granola bar, whatever. You can comment that not everything seems useful.
When you finally get to the campers camp, you find they aren't there, but their campfire is burning. You can stamp their fire out, or not. You can see their bags and ask Delilah about them. You find them at a lake nearby, skinny dipping out on an island in the middle, with a radio blaring music on the shore. As you approach you hear one of them say "Is that a guy on the shore? Oh my god." You can yell to them, argue with them, etc. In the demo, they chose to simply pick up there radio, which causes the campers to tell you to put it down. Then they throw the radio in the lake, which causes the campers to get angry and yell "What the fuck! You fucking dick!" or something like that.
The sheer amount of dialog options, and little animations that accompanied all the random little things you could do, from picking up the antler and pricking your finger on the end, to stamping your boots in the fire and the logs shifting around, was all quite impressive.
It's quite interesting seeing the game finally after having listened to the Idle Thumbs Podcast for so long. This game really seems like the sum of all the things they love from all the types of games they admire or have worked on previously, whether it's the bespoke content of Gone Home, the adherence to the first person viewpoint of Far Cry 2, the dialog/relationship building of Walking Dead, etc.