Road Not Taken is... well, pretty amazing. It's one of the more unique games I've ever played, in an industry where 'unique' is hard to do. They developed Triple Town, which was also (afaik) pretty unique at the time, and eventually led to games like Threes.
Gameplay is simple yet difficult (the best kind). Each area/dungeon are connected rooms. You move around a grid, and can push objects -- different combinations create different effects (some surprising, some awesome, some dangerous, once discovered they get logged in your journal for reference). Moving/pushing is free, carrying something costs energy points. Most rooms have locked doors which require certain combinations (ie, 3 connected trees).
I'm only in an hour or so, but it's clear there's a wealth of content. I've accidentally created demons and infinitely spreading ivy (thankfully, i had a goat to eat the ivy).
Meanwhile, you need to reunite children with parents to clear each dungeon/year. There are 15 years. If you die... you start over, like a standard roguelike. In many ways, this is very much a 'true' roguelike, turnbased, exploration based, permadeath... but with the standard exploration/combat mechanics turned on their head. Instead of standard rpg conventions (move, open door, attack, quaff potion) you're doing all these things by carefully moving/throwing items in a grand puzzle.
Certainly not for everyone, but I think this game is ingenious. Perfect for people who like complex puzzles.