So while Ernak's base premise definitely falls neatly into the recent isekai craze, it's really... very different from a lot of isekais, even those about being transported into a game world.
The main thing, though, is that it has a lot of economy lessons. Which isn't necessarily a bad thing, especially when it's actually... good economy lessons. (The author definitely feels like they majored in economics, or at least business management, in college or something.) And, yeah, I think the economics of this whole thing is meant to be the main draw, since it features so prominently. There's some action, to be sure, but the real power in this story, as in real life, is money, and who has the most money.
As such, most of the real meat/conflict of the story is the mind game/outwitting each other strategically type of conflict, rather than the usual powerup fights. Though levels are mentioned, they're used more for planning the next chess move than as a progression shortcut. So if you're not interested in chapters upon chapters of strategic planning/characters discussing their next moves, then Ernak probably isn't for you.
On that note, I personally actually quite like Ernak because, unlike most others within its genre, it doesn't really treat its video game roots as if it's a video game. The main character does initially proceed based on his knowledge of the game, but as time progresses, he relies on it less and less. I like how his knowledge isn't used as a cheat code and is more of a guideline on how to proceed. The characters, too, are also treated as if they're actual people instead of video game NPCs, which is always nice to see. This is a slow-moving series to be sure, but it's interesting enough to keep me invested, especially since the characters (and the author) are genuinely clever, rather than just pretending to be.