Make a proper tutorial!
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I don't have metrics or anything but I've observed players go through it. Improving it will not take many manhours and will benefit the game a lot. Current tutorial is horrid - if a new player manages to go through the drudgery of the fetch and deliver quests, the rest comes down to "connect some random pipes in the middle of nowhere, build a hydrogen spaceship, gg". Early access/placeholders or not, it's a published game - its introduction should be more decent.
- Grids are ugly and missions don't make much sense.
- It needs to have less signal clutter.
- It needs to have visual guidance, especially when it comes to plumbing. An animation or image is worth a thousand words that a new player may not bother to read in text! Both UI and in-game visual cues!
- It needs to be more linear and have way less "fetch this or that and deliver". It's currently all over the place. Players can get the chance to admire the beautifully made terrain in other ways.
- Accepting/completing contracts for every single little thing is a chore - have someone guide you through the comms - (my calm personal opinion would be to throw the archaic contract system in a fire and try to forget it ever existed but that's besides the point in this post).
- It needs to show new players the possibilities available in SE without confusing/overwhelming them. That's the hardest part, but current tutorial imo both doesn't advertise SE properly, being overly simplistic, and still manages to confuse a new player.
- It needs to have fallbacks for failure. Did they crash their vehicle? There's a factory in the base that makes these vehicles with a button. Players don't need to know the specifics, they just need the voice on the comms and various signs, to tell them what it does.
- Needs to have a range of simple vehicles shown off via a very short task that makes sense.
- The grid panel is something alien to most players. Components need to be properly hidden/grouped and there could just be a very simple introduction to it.
- Needs to have coherence, story-wise as well, so that it can keep their attention.
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