No RNG (like missing shots in XCOM), a senses system for enemies like smelling a scent on the wind to be alerted and a reactive quest system are big selling points from what I skimmed.
The supported platform is clarified as PC in an image. You could mention that important information again in text form somewhere on the project page like the FAQ section. You should prepare an answer about supporting additional platforms. That is a common thing for backers to ask about.
A visual touch that can be added to the embedded animated GIFs of gameplay is to work on the perimeter edges of the GIFs to make them more interesting. The edges could be made ragged like torn parchment, splatter of blood, a wooden photoframe or other effects by pasting the effect to every layer in the GIF animation. This is just a potential extra visual touch and not important.
There is already some impressive project page graphics. The main project image is very strong. The subsection banner for "Combat" could have the letters in blood be made larger or contrast more against the wood cuttingboard. It is not the easiest to read.
Stretch goal charts can benefit from waiting until the first few days of campaign performance data before being finalized and revealed. The first few days can give a sense of how much a campaign is actually going to raise.
The project page is already fairly tall. It is acceptable, but be consciously aware of how much additional height you add to the project page with new additions. The tall image of a shadowy figure with a bleeding hand is 690 pixels tall. This may be the main area where the project page could be improved. It could be streamlined more.
Consider relocating the bleeding, sickness, immobilized, etc. icons and descriptions to a project update. You would be able to go into more detail there without adding too much to the main project page's height. Other sections like "The monsters" and "The bosses" kind of already feel like entire project updates pasted into the main page. You could ask yourself what information is high-enough priority to keep where it is and what is low-priority information that could be moved into project updates. There is the option to have a table of contents section in the main body of the project page with links and a summary to each update. That approach can reduce clutter and make the page easier to skim over.
A $60,000 minimum funding goal and a $15-priced game would be targeting 1,715 (optimistic) to 1,943 (expected) to 2,728 (pessimistic) backers total to achieve 100% funded. It would need to aim for at least 258 backers in the first 48 hours to have good enough campaign traction.
February 2018 does not look too busy for AAA game releases this year. Below is a table used to help schedule video game Kickstarter campaigns. November to Janaury are tough months on Kickstarter. February is the first decent month, so there can be many strong projects launching that were postponing since last year.
https://i.imgur.com/pzX5anh.pngFebruary 2018 is mostly HD re-releases of classic games to worry about. In comparison, February 2017 had Nioh, For Honor, Hollow Knight, Night in the Woods, Horizon Zero Dawn, Torment, Fire Emblem Heroes and Halo Wars 2 to compete against for press coverage. If you launched in the second half of February, something to consider avoiding is ending during GDC San Francisco (March 19th to March 23rd).
Europe-based projects can have a harder time scheduling Kickstarter campaigns. 09:00 CET in Europe is 03:00 EST in North America. Kickstarter schedules campaigns in 24 hour increments by default. If a project launches at 10:32 then on the final day the campaign is scheduled to end at 10:32. This means a European project creator wakes up, launches around 08:00 or 09:00 in his local time zone and ends up harming the performance of the final day of the campaign because most Kickstarter backers are from North America and would be asleep.
Project creators have access to an option before they launch to specify what time they want their campaign to end. I strongly recommend using that feature and picking an hour where backers in both Poland and North America can reasonably be awake to experience the final countdown.