so no healing when the character dies the game will be over
Indeed.
Let me speak in mathematical terms: you have sixteen characters, each with 2,500 Health (henceforth, "HP"). The average run is of six floors, with five of those floors housing a forced 2-4 normal encounters, a midboss, and a boss. The sixth floor houses no forced encounters and a terrifying final boss. Normal enemies attack in groups of roughly five, and deal ~40 damage each per turn (averaging propensities to heal, to support, to hex, to nuke, et cetera in with typical strikes).
Of special note is that within a turn of a character's death, they will be replaced by a random living reserve member.
In order to lose Edifice, all sixteen characters must have perished.
Total party HP: 40,000
Normal encounter damage (assuming one enemy dead/turn): 600
Per-floor normal encounter damage (assuming three encounters): 1,800
Midboss encounter damage (assuming average parameters): 1,000
Boss encounter damage (assuming average parameters): 3,000+
Per-floor total damage: 5,800
Per-run total damage, pre-finale (five floors): 29,000
Final boss damage (assuming incredible nastiness): 7,000+
Per-run total damage, post-finale: 36,000+
Running six floors under the most pleasant of conditions (note: these "most pleasant of conditions are surely not going to occur), you should not die, but rather remain with a handful of survivors clinging to 4,000 or less HP.
So, correct, my esteemed colleague (I am referring to the one who produced the line which has been reproduced at the top of this post); when all sixteen characters die, which is not destined to happen on the average run despite nail-biting and horrific foul-ups, the game is over.
There is no healing, there is only mitigation.
Higher difficulties will demand expertise in creating characters with the ability to take and mitigate damage, to deal concentrated bursts of damage, to quickly and efficiently support the party. You must practice utilizing and upgrading all sixteen of your elite force, for without stat boosts and Essence they shall fall as hard as Bioware and as ferociously as Square-Enix.
The underlying message to this brief treatise on how the game is not geared to make you lose (but make you feel like you
are going to lose) is this, fellow game designers and developers:
Be a dear, do the math.