Solasta's dungeon maker is very barebones at the moment. If NWN's toolset effectively allowed to make full-fledged modules using the engine provided, and there were quite a few campaigns made with far more depth to them than the official ones, Solasta's is just about putting together locations using a selection of preset rooms, dropping triggers for some marginal interactivity (like a lore popup or buttons opening doors), and positioning enemies. They are adding some new stuff in the Sorcerer update releasing alongside BG3's patch 5, but it appears to be just extra tilesets. There's no scripting (yet?), no dialogue writing (yet), no assigning of custom checks to things (so the "roleplaying-only" skills are still useless).

The main campaign is... a mixed bag, to be honest. There's a good implementation of the D&D5e combat system (which isn't particularly deep, though, compared to 3.5e) in play which is wasted on a combination of either ridiculously easy, snoozefest-y fights (most of them against the game's primary antagonist force) or legendary enemies which are overtuned to the point of being frustrating and unfair rather than interestingly challenging. There's practically no exploration beyond getting to a chest or two that require far jumping/flying/climbing, the worldmap may as well have not been there at all, the scripting is very rigid and awkward, the plot is railroaded and uninspired, and most side quests involve backtracking through already cleared locations to fight some newly spawned enemies and pick a quest item. It's just decent enough to keep going if the combat keeps the player engaged, because unlike, say, Pathfinder: Kingmaker, it's roughly 30-40 hours of mostly fighting instead of 100+ hours that turn into an absolute slog about 3/4 through.

If they expand on the dungeon maker enough for it to be actually powerful instead of a cute gimmick that gets abandoned like the one from Sword Coast Legends, Solasta will be as good as the community that either keeps it afloat or stops bothering. Time will tell, I suppose.