I was expecting to see more direction to clarify what the game is supposed to be, but so far, it looks like the game is a whole bunch of tech, with the hope that the direction will be found at some point.
What is the mental model here? What is this game supposed to be close to?
I watched Matt's video where he compares it to Sid Meier's Pirates! But Pirates! follows the Elite model of dead space separating action centers. Your goal at any point in time is to plan the next trip from action center to action center, and to get some loot on the way. All the while, the clock is running out (you grow old). There is a direction and a time limit pushing you to maximize your gains and beat your previous "score". Additionally your crew gets upset if you travel for too long, making it so you have to split your gold and spend time again before you can start your next trip. In other words, it's a very carefully crafted 'open world' game, with incentives at every layer to get you moving and doing stuff.
Now, I'm no expect on open world games, and there are a whole bunch of them whose dynamics I don't really understand, like No Man's Sky and even Terraria. A lot of these games seem to be on the verge of game editors, where you just build whatever you want, experience some funny stuff like AI colliding into walls, collect some stuff to build the next thing. There's not much "purpose" there -- it's just about seeing stuff and building some stuff, like a seemingly endless box of lego with secret pieces you can keep discovering. Is that the vibe the game is going for?