I've bought the game and played through it. I wanted to post some kind of feedback somewhere. This seems like the place. Feel free to disregard it or use it as you wish.
First of all, the game is amazing. Everything I never knew I wanted and more. I really enjoyed the game so far, so good job

But, I'm going to get negative for a while and outline a few things that irked me - mostly because this is still in prerelease so I suspect some feedback is welcome. Most of these are minor things, but minor things are rarely reported in my experience.
First moments
I was kind of lost at the start screen. Clicking "Play" is the logical first step, but then there's a bunch of options. Consider gating some of those behind a completed tutorial, or at least highlighting the campaign button. the first time you boot the game (or until the tutorial is finished). The term "campaign" also doesn't really make it clear that it's the tutorial either. It reminds me of Age of Empires, but that's almost twenty years ago. I expect modern games to be a bit more user friendly.
Also, the color scheme, what. It's ALL GREY. I mean I get it, it's a game about factories etc, but it's a bit depressing. You probably shouldn't emphasize the fact that we are building a huge industrial complex that destroys a world and an environment. I mean it's awesome to do so, but really the message is a bit ew. Also protesters and ecologists are monsters to be slaughtered? :/ That's an unfortunate implication if I've ever seen one. Even just a friendlier color scheme de-emphasizes that a bit.
The tutorial
Here's something I
really disliked. I started playing the tutorial, and it was pretty damn good... up to the mission with trains. The game is really complex and has a lot of possibilities. I especially appreciated having some example setups for automation as a starting point, and needing to repair a base to get it working again. However. There is NO TUTORIAL for the trains. That is bullshit. I had to look it up on the internet (a recurring theme, as you'll see). The bare minimum I expected was to have a quest to build a train stop and connect the iron mine, and a tips and tricks window explaining that the train either needs two locomotives or to be able to turn around to work. I understand wanting us to experiment with the systems as that's the point of the game, but... there needs to be some introduction to the basics before we can mess around with stuff.
And then, the mission after that? You KNOW the one. The one with enemies and no resources. That mission is GARBAGE. I was completely unable to do it on my own, looked it up on the internet, found LOADS of complaints, and the suggestions were to
leapfrog with turrets??? That is the most boring piece of gameplay in the entire game! Picking up walls even costs a BUNCH of time! If you want a combat tutorial design one that is better suited to this game. I never completed that mission and went directly to freeplay, skipping the rest of the tutorial. I'm sure I'm not the only one. If a mission in your tutorial makes a player ragequit it's PROBABLY not a good mission IMO.
This meant I had to look up a bunch of other stuff on the internet. I have no idea if they were detailed in the rest of the tutorial or not, because I didn't even have access to the rest of the tutorial because of a stupid mission about being killed over and over by swarms of enemies I mean come on!

So same complaint as with trains. I would have appreciated some info on liquid handling, logic and logistic networks, robots in general and maybe power armor (it took a while for me to notice I needed to right click it to open it). Having to look up on the internet how things worked also took away some of the magic of experimenting. Now you could say that's my fault and I could have experimented more to learn things and that's the whole point - but then I would answer that I experimented plenty with systems I just had the basics for, like inserters belts and production lines, as well as electricity; having a starting point is a necessity for good exploration to follow. Maybe just a tips and tricks page on those things.
Minor things
A few things I will otherwise forget:
- you probably shouldn't allow people to zoom in to the point where you see the pixels. It's ugly and serves little gameplay purpose (opposite of zooming out, which is very important).
- you could stand to improve the coastline graphics a bit. The squared coasts are very '90s. I know there's a few simple ways to make sure the coast feels less rough around the corners and more organic. It would cost time for your graphic team but I found it jarring.
- speaking of coasts, why can't I build bridges? That seems like an obvious inclusion, especially since concrete doesn't seem to have many other uses right now.
- I would be happier if right clicking on blueprints prompted a question and didn't just delete them. Especially since right clicking in your inventory is apparently used for power armor (why??? No other items need a right click AFAIK! That's just counterintuitive!)
- I think logistic robots violate a lot of what the game is about trivializing complex problems. I avoid giving ideas on how to solve things in my feedback because I believe users always know when something's wrong and never know what is actually wrong (or how to fix it). However I will venture forth a suggestion here: the advantage of robots should be recognizing pieces and sorting through different materials; the disadvantage should be transporting them long distances. Requiring electricity and charging time, and being kinda slow at the beginning, go in this direction; however nothing is currently stopping me from building a giant swarm of bots and using them to bring completed resources around the base. I think robots should be unable to carry resources for more than a short trait. Requester / Provider chests should have a small, personal radius of effectiveness, rather than working while inside the giant robot network. That way you can still use robots to sort things, but would need to use belts to transport the things around the base.
- Vehicles feel totally pointless, especially since fighting the aliens head on is always a disaster anyway.
Enemies and fighting
Look, this is not a fighting game. I'm glad it isn't. I understand the purpose of enemies in the game, and the role they play. Creepers are important in Minecraft.
I even understand, and agree with, the decision to make alien artifacts necessary for game completion. It gives incentive to explore another part of the game.
The problem is, it's annoying as all get out. Here's how fighting went for me in my first game: I covered a huge patch of the map with solar panels and accumulators, up to the point where I had virtually infinite electricity. I built about a thousand laser turrets, maybe more, and set them up on ALL my borders. Then I used construction bots and a blueprint to make a fort, with laser turrets and walls. I built forts near the enemy bases. I built a power armor with exoskeleton and two shields using the first few artifacts (which I died a lot before finally getting). I built a rocket launcher. I walked in, launched two or three rockets, then ran out to my turrets. I repeated this process two or three times for each nest and worm for each base I needed to conquer. I think I spent more time running up and down the same forest than I spent building stuff I wanted to build. It wasn't very fun. I mean, it was... the first time. Maybe the second. I had to do it a lot more than that. The combat system in general doesn't seem to be very good - and that's fine! It's not the focus of the game. But then it shouldn't also be a major portion of gameplay. Focus on the things the game accomplishes well.
Game flow
Setting up for science production 1 and 2 is cool. Science 3 takes a lot of time and I almost ran out of resources before getting it - there's a gap here that feels a bit too wide. Then Science 4 is just annoying (see above). Getting more resources with railway stations and such is a bit weird too. It got to the point where I could have almost more easily set up transport belts than railways. And even then, a lot of mines didn't last very long. Running out of resources was a good incentive to invade nests and fight, and use trains. However after a while it was just annoying.
And then I had literally nothing to do for a lot of time while my factories produced the resources needed for the rocket. Why is the rocket so expensive? I was ready to end the session I think at least a few hours before the rocket actually launched. The production was set up, so I just needed to wait around, without much to do. I could research more, but it all felt meaningless since at that point the game was basically over. I just needed to waste a bunch of time to actually get the end screen. Meh.
I think overall the game could stand to be shortened a little bit. Some parts just drag on too much, and if you are ready to proceed to the next step then you have to wait around for a while with almost nothing to do.
System mastery and rewards
This is probably the most serious complaint alongside the tutorial. So the way the game works, in my mind, and in your trailer, is: you set up automated factories and have them produce resources for you. The emphasis is on factory design and automation. That's great. I recognize there are a lot of interesting engineering and logistic problems which can be smartly solved. I really like that. However, the game isn't properly rewarding that. I feel like every time I could do something smartly and efficiently, I could also just be lazy and have some conveyor belt madness and overflowing resources that do the same thing, and there is no reason for me to try to be a good engineer except just for the sake of it. I feel like something is missing in the game - a major incentive of some sort. I'm not getting a score for how smart I am being, nor anything close to it. Sure, there's time, but I don't think speed should be the focus either. Sharing good designs on social media is something, but... :/ eh. I feel like there should be something that rewards you for building good stuff beyond the simple idea of building good stuff. I admit I'm lost as to what should be done here. But I really feel like building good setups should be at least acknowledged somehow.
Again I don't like giving suggestions as a user. However I don't know if I did a good job explaining what I mean. For example: there is currently no reason to mess around with logic circuits beyond having fun with them. Railways feel like they could be skipped. Robots are overpowered (they trivialize a lot of problems by just delivering what you want where you want it bypassing a lot of constraints), but also feel unnecessary. You could probably beat the game without ever doing anything except setting up furnaces and factories with belts and inserters, and building walls and turrets. That's... not what the game is about.

There should probably be something more in the endgame. Something to use all these systems for. Something that
requires you to understand these systems to properly be set up. The solution is probably to subtly change each of these systems in a way that makes it important. Random ideas that should probably be ignored: maybe the resource patches should be much further away after the initial area, so that exploring in a vehicle and setting up railways is more relevant. Maybe alien artifact processing and production of science 4 is more complex than just using factories to crack open artifacts, and requires some logic circuits to properly be set up (for example, processing an alien artifact could give a random intermediate resource, and these resources need to be processed differently before merging into a science 4 pack; if you design the system in a way that isn't trivially solved by just putting everything on the same belt and letting inserters pick up what's needed for each factory, but rather requires some balancing of where to put what... IDK I'm spitballing here). And I already suggested something for bots.
Conclusion
After all that negativity, it bears repeating that I found the game excellent. I launched my first rocket after more than 40 hours of gameplay. That's worth the price I paid already, and I still have a lot more to do. Y'all are amazing developers and I wish you the best in this and all future endeavors.
