This is a game that should have been released for $20 since it's clearly unfinished and lacking depth, it's really one of those indie Steam Early Access titles that Sony took up and used their marketing muscle to hype into the moon.
Currently it's averaging a 68 on Metacritic with 21 professional reviews and getting destroyed by unhappy customers on both Steam reviews and GOG reviews. It seems people really want to like this game because of the ambition (and great story of rooting for the small indie developers), but there are simply far too many problems to ignore. Even extremely basic things like there being collisions detection when you jump on an animal or basic navigation features like waypoints are missing. The crashing and awful performance on even beastly PCs (while having textures so blurry that they look straight out of a 10 year old game) are indicative of development team that clearly didn't care to polish their game to modern $60 AAA standards.
But even so no amount of patches or mods can change the fundamental problem with this game: There is absolutely no depth at all to the procedurally generated content. This game proves that same thing we've known for a while now: that hand crafted worlds and characters will ALWAYS be better than those spat out by a recursive algorithm. It's why Elder Scrolls Arena (with its never insanely huge procedurally generated landmass) is completely forgotten, while we fondly remember the hand crafted world of Morrowind.
It doesn't matter that there is 15 quintillion planets, when they're all basically variations of a few terrain features reshuffled and recolored. Once you've seen the first dozen planets, you've seen them all. The animals too are random reshuffling of random body parts, without anything unique in their behavior and often their bodies break the laws of physics or basic biology. The exploration gets old incredibly quickly when its the same lego pieces over and over again rearranged into different random forms.
Some other problems:
-You don't have a sense of scope / scale to your journey. In the galactic map you can see other stars but there's no sense of where you are in relation to the center of the universe. Likewise you don't have a way to track where you were. No mapping or history, waypoints or other ways of tracking your progress. There needs to be a way to see how you're progressing and also give some meaning to how far you've gone.
-Every planet has all of the same things - procedurally generated ruins that you've already seen, trading posts that you've already seen, monoliths you've already seen. There isn't really any reason to visit one planet vs another besides some slightly different scenery in animals and trees.
-The NPCs are boring. Even a few fetch quests would liven them up a bit, even those Fallout 4 Radiant AI quests would be a massive improvement here. There are absolutely 0 reasons to talk to them other than to get an upgrade which you probably don't care about anyways.
The different minerals and resources don't really matter. Since most of the upgrades to explore the universe are yours within the first hour / two hours all the rest are kind of nice add ons. At best the only real worthwhile add on is cargo space .. .but that's just so you can mine a little bit more stuff that you never have something worthwhile to spend on.
-There's no challenge to exploring. There's very little combat and what combat there is is very boring. Compare to minecraft where there's a very definite risk / reward system to exploring a deep cave system. Nothing really threatens you in a meaningful way.
-Inside a solar system there's no way to decide if a planet is interesting or not without actually visiting it. There should be some 'classification' of the planets e.g. class M, class X, etc that allows you to say a certain type of planet might be safe vs unsafe.
-All planets are accessible right from the start of the game. I was excited about the idea of acid planets, radioactive planets, cold planets ... I was thinking that in order to explore a radioactive planet you'd need to craft some special gear. There was a pretty obviously gameplay loop where the dangerous planets had better minerals / ruins / whatever but were very hard to explore. Instead every planet is basically just a copy of the others.
-The CONSTANT need to recharge things, which don't really serve a purpose. There's no reason we should need fuel to get out of my spaceship on most planets. It makes the game very grindy without any positive feedback.
-Instead of feeling free to explore the world around me I feel annoyed that if I see something cool it means 30 seconds of tedium while I mine the abundant plutonium. I end up not landing and exploring because of how annoying it is that to take off again I have to enter a menu and recharge my ship.
-Exploring on foot is boring and slow. There's no reason to stray far from your ship.
-Extremely limited space to store things. Minecraft starts you off with a HUGH amount of space - very rarely do you get over encumbered and if you do there's a very simple way to craft chests to store things. Instead of being excited to see a mineral patch I am annoyed because it means I need to sort through my stuff to decide what I need to throw away to make room
Upgrades take up space in your suit/ship so you have less room to store things. It's annoying. It's not a fun trade off.
-Dying has very little consequence. Most of the stuff you have you can get back easily.
-None of the aliens interact with each other or have any sort of AI other than 'walk around a bit'. There's nothing to sit and watch. An occasional ship will fly overhead but they don't do anything. You never really see a battle take place or the ships acting in any sort of interesting manner.
Biggest disappointment of the year.