Like naugtur said on another thread : "My idea for an engine is to provide a way to build the world declaratively, from objects having position, dimensions and sounds, and control them in an event-based environment. So, instead of working on an array and deciding everything in every iteration of your main loop, you'd declare a sound to play on collision with the object and never worry about it again. Interactive items could have sounds attached to events, and you'd just trigger events on them."
At this moment, if you want to make a complete game with it, you may be a little bit limited, and programing will never be erased from the game development. If you want a new special actor, you will have to program it.
So, because it is in an early stage, you will still have to program a lot of actors, and a lot of feature are unfinished. But you can already try some demos and begin programing with it. Upgrading to new versions of the engine for a project is almost never a problem, as long as you don't modify the engine default files.
You could also wait for next versions : a map editor is under development for the engine, coming in the next version.