Hey!
This is really neat. A fun idea. I enjoyed playing it and I wish there was a harder difficulty to strain my planning around!
Sadly, I only played the first two "years" before I was a bit over prepared for the seasonal objectives and got bored. None the less I had fun.
I really like the idea of a system with lots of resources that all drain off each other. I think the seasonal objectives are a nice focus for driving this system into operation.
It would be pleasing to have a known final objective, or a passive long-term threat such as Agitation going +1 each turn.
Something to demand forward thinking and planning beyond the season. Aiming for the objective is good, but I want to have something else fighting against it that gives me some dilemmas to work with.
I like what you've done with the artstyle, it's very striking and very clean pixelart. There's a lot of very impressive visual polish on pieces jumping around, squishing, effects, sounds, all very first class.
The card descriptions are a bit hard to parse quickly (fullscreen) I would appreciate some colour highlighting on the +X -Y stuff. Just makes it easier to notice, and crucially remember.
You (team's artist) should consider integrating the colour of the produced resource into the building so your outpost's makeup is a bit easier to glance.
All in all this was fun. Good work.
(Though this doesn't really have anything to do with infesting as a concept :( )