Just wanna clarify what I mean with "action based":
In penumbra the challenges that was faced by the player where puzzles where one needed to stop and consider on what to do next. In our next project we want a better flow and instead have more and "simpler" challenges that face the player. This does not mean that we will not have harder brain teasers, but that the core gameplay will be more fluent and not have the player pausing and wondering what to do all the time. Also, it does not mean that the player will hackin' and slashin' through the levels.
Hope that makes stuff more clear