Well, reached "end of content", though I'm sure there is some stuff left to explore, but reached and explored Uranium Vault and got the end of the line message.
Things I didn't accomplish:
-> I only visited the lost rover once. Its a bit too far out of the way at the moment, to go grab those two empty power cells.
-> I didn't mine the obelisk completely. Stuck on phase 4, where your water decreases ultra fast.
-> I didn't get info on the other facility mentioned at Santorini, from Laurion. The lab one.
-> I never found a solar panel, but did learn how to attach the solar cell.
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Bugs/Issues:
-> Once you travel to Santorini, you cannot travel back to the dam. Thing is several loops I knew I couldn't progress far to that place where the Tram is stuck at (I can't remember its name; starts with an A), so I'd want to drive back to Laurion to work on the obelisk, but found out you can't.
-> Apparently, you can't charge empty power cells at the charger at Santorini. So unless you manage to park the rover, you can't restore its power.
-> I get that the generator isn't meant for the rover, but why isn't it more efficient when plugged into Laurion?
-> The game mentions that there are standard tools at the obelisk. Why can't I use them to mine the obelisk, in a power shortage situation, at say a faster food/water/air consumption rate?
-> The game hints at the rover with the initial artifact being useful later, or the mining laser inspection, or driving the long way to Laurion, but I never was able to unlock any further actions with this route.
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Feedback (outside of already provided stuff):
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A) There is lots of plotholes / missing stories (yes I know early access).
-> If the artifact we have causes time loops, how did someone manage to force it into the container, without touching it themselves?
-> Like, you have a huge evacuation from Laurion to Santorini. But yet most of the vehicles remain, there are no corpses to be found (other than the miner), and there isn't a ton of vehicles/bodies at Santorini.
-> Game name drops some people, like the Colonel, and never mentions them again. They sound fairly important, yet, nothing about them at Laurion or beyond. You also don't find out if Marie made it to Santorini... though that in itself is confusing, as you find her journal at Laurion, but she mentions fleeing to Santorini, so why'd she come back to Laurion after that?
-> Game said the missing rover went to explore some anomaly, but once we get to the rover, we never bother to hunt for that anomaly. Or bother to find out why their navigational system failed.
-> There is no evidence of life (corpses, discarded clothing, bedding, etc) at Santorini. Its as if everyone just disappeared without a trace.
-> If the administrator of a location knew they were evacuating to another facility, why didn't they take their protein bars with them, for such an emergency?
-> The game mentions an artifact at Talos causing problems, which led to the facility being evacuated, but we never find that artifact.
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B) The optimal route to Santorini, seems like install metal plates (for mining rotors), install generator, travel tunnel to Laurion to pick up the supplies (ie 2 fuel cells), drive through tunnel back to Talos, then drive to dam->santorini. We need those fuel cells to power the generator, once we install the mining rotors. Unless I'm missing something, but this cuts like 8~ minutes off the timer, and so there wasn't a ton I could do each loop.
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C) Some more progressive unlocks at bases might be nice. Like you find a log at Laurion mentioning a hidden compartment in admin office, requiring the admin code to open. Or you find a security door at Santorini that requires all three admin codes to access it, and leads to a tunnel that lets you walk to plateau underground. Or those various rovers have a hidden device stored on them, that you find out about later, and only knowing where it was hidden, would you know where to search. That kind of stuff, to make backtracking in old areas more interesting.
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D) Finding out a way to use the artifact we have to cause one object in the game, per run, to be "addressed". So say you force open a door, and set the artifact to that. Then, as long as you don't change it, every loop that door is forced open. Then have a way to power that artifact, to allow more than 1 forced change. Or you could have the food container on the tram, so you can just call it from Santorini. So depending on what the choice was, you could greatly reduce a loop time requirement. But of course prevent it used on complex actions (ie Repair Rover), but only one-off actions that don't require resources (ie fixing the mining override).
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E) Using the artifact to store some food/water from the previous loop, for the next loop. So say you are about to die, and you stash your 3x Food Ration and 2x Water Pouch. Then next loop you can start out with those items.
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F) Since there is lots of use between Talos and Laurion, hence the need for a tunnel, perhaps there is a cable that runs between them, that may need repairs, but allows you to transfer power from Talos to Laurion. But every 10 minutes of doing this, briefly shuts down the reactor at Talos (due to power drain overload), and you have to drive back to Talos to restart the reactor.
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G) An option to go on foot. Make it so that only paths you've managed to optimize allow it. Yes, driving is faster. But, if you have 8 minutes to boom, and your rover runs out of power 30s from Santorini's compound choice, maybe allow the player to walk it. Could take 3x as long, so probably run out of food/water/air anyway, but offers an option for reaching an outpost in dire situations. You know where the outpost is and the path to take, and there are things to do at Santorini so you hoof it.
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Anyway, will wait for the next content drop. Its definitely an interesting spin on the incremental genre, so I applaud your ingenuity.