I have read the adventure within the Numenera publication, and it's interesting reading. The production values are high. And, like I said, the accompanying color illustrations are well done. Plus, there is a QR code where you can download six pre-gens for the adventure! Plus, there's a coupon towards a free pdf adventure download if you buy some other Numenera product.
*SPOILER ALERT!*The adventure is one of those where you wake up someplace weird, a flying airship with 30 other people who are strangers and realize you are being guarded by two people (actually robots) who are not paying attention and don't really fight back. You have to take control of the ship and crash it. You then have to scavenge the wreck for water and weapons as you find yourself in a desert. Then you have to figure out which direction to go as ten or so other passengers who survived argue with each other, and you have to figure out who's talking smack and who knows what's what. Then you run across a bio-dome with a puppet tree. Now this is one cool monster, like a cross between a roper and a magic jar. It has long roots with spikes on the end. If you get within 50 ft, the roots attack the back of the head/neck and try to tap into your spine/brain. If successful, the tree controls you with this root hanging out the back of your head. Anyway, there are more supplies and water you can access.
Then, you come across all these hundreds of people, bowing down to some light source, and nothing you do can wake them. Some are severely desiccated as they have been like that for months, maybe years. The next thing you know, the entire party is within this dome with dozens of other people walking around. Everyone is dressed the same and looks the same and talks with the same voice. Creepy! You can't take off your clothes or make yourself different. The clothes have a sun or moon decoration on them. It never becomes night. You can't hurt anyone else, but you can walk around and talk. There is a walled enclosure/castle and a moat around it. If you completely go underwater in the moat, you are never seen from again, but the sun/moon illustration on your clothing floats on top of the water. There are lots of these floating around. The moat water-level is just down where you can't reach the water's edge. There are no sticks/poles to fish these out. Some creatures are constantly making small pyramids of roundish stones around the walls. After three days (three 24-hour periods), your real body dies, which in now outside the bright light bowing down like hundreds of others. I guess there's no saving throw. You have to figure out how to get out. The answer is at the bottom of this description.
If you make it out, you next go to some box canyon where a bunch of rebels/outcasts are, and they know the bright light is bad news, and they stay away from it. However, if the players escaped, the light source is now out and they can gain the respect of the rebels if they say they destroyed it. But, they then have to negotiate or fight with they guards who protect the water, as they'll need it to continue their journey. Anyway, the next encounter, a twelve day march away, is this huge tower that is a mile wide and higher than the clouds. They have to get past these shadow stalker androids who are blind but use bat-like sonar to find people to eat. The players can assemble their own friendly shadow stalker android from left-over parts and use it to help them. They can also carry around these huge tuning forks which are here and there. That was weird. Anyway, you then have to sound out some code to get in the tower and re-boot the tower computer which is sending out silence allowing the stalkers to ravage the country-side, or something like that. The whole thing was a little too weird for me. It has some Lamentations of the Flame Princess type weirdness in a world with advanced technology.
How do you get out of the walled world of light? You put rocks in the moat until the water level rises enough to be able to collect the clothing art suns/moons floating in the water. If you collect 100 of them and take them into the walled enclosure, it breaks the spell and everyone inside is free.

Truth is worth finding and life is too short to work for money.