This is definitely a lot further along than most of the other entries in the jam. Good luck with the Steam launch! This game definitely has a very developed style, though I'm sure it'll be polished up a little more between the demo and the full release. It's already looking pretty good as it stands, though I noticed a performance dip when I zoomed out and the game almost crashed when I built the adventure table and suddenly had fog.
The Rimworld influence is pretty obvious and with that comes the biggest problem I encountered, that being that the game seems to assume the player's familiarity with Rimworld's game systems. Speaking as someone who knows what Rimworld is but has never played it myself, your onboarding for this game is pretty lacking. The game says, "Build 3 tents, then build a stockpile, okay you get it." No, no I really don't. How do I gather resources? Plant food? Hunt? Build houses? Dig caves? Do I need tools? How do I build them? What should I prioritize? How do I use the tech tree? How do I give orders? How do I... do... things? One of the most common blind spots with game development is that familiarity with the game's systems and layout makes the developer assume that the game will be intuitive where it's not. That's the real benefit of testing, to see if something you thought was easy is way too hard for a new player, like a level's too confusing, an enemy's way too tough, or in this case, if the controls are a little obscure.
Building on that, I'd say the thing to keep in mind is what the game's main focus is. If you add too much detail to systems that aren't the main focus, you risk distracting from and detracting from that main focus. For example, the old DOS game Theme Hospital was supposed to be about building a cartoon hospital to treat a bunch of goofy illnesses. What it became was Radiator Tycoon, because you needed to strategically place so many damn radiators all over the place or else the patients would constantly complain that it's too cold. If the main focus for Wanderer's Outpost is to bring in adventurers and lure them to their doom, then the game needs to get to that almost immediately and the tutorial should end once you sell the poor dead bastard's boots. To facilitate that, consider automating some of the supporting systems, like hunting, farming, and gathering. Or, if those things already are automated, tell the player how to take advantage of that in the tutorial. Hell, maybe you could lean into the adventurer theme and have a bounty board to pay adventurers for menial tasks. Suddenly the "kill 10 bears" or "gather 10 flowers" quests make sense if you need the resources for the town.
Good luck with this game. It's definitely got some promise. I probably won't play it myself for the same reasons I never played Rimworld, or Dwarf Fortress, or anything like that, because they're way too meticulous for my taste. Even so, I can tell there's some good quality here.