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(+7)

Thank you for all the notes! I am aware that I tend to overdescribe things, but your tips are really helpful! I'll make sure to take note of that and work on rewriting a bit of the description scenes.

I am also aware that the MC currently does not have a lot of reactions to the situation that they're in. In truth, I wanted to focus more on exposition in the prologue and first chapter. But after reading your review, I do recognize that I may have overdone it with the explanations, I did want to have some things explained earlier because this does take place another another galaxy with a new species, so I wanted to give some context to readers so things made a bit of sense.

But, I can look back through the story and try to incorporate scenes that answer these questions indirectly.

Also, thank you for alerting me that I did not introduce Estelle and Amare during their introduction scenes, I'll go back and fix that.

Your feedback is much appreciated! Hopefully, you can see some changes when chapter two comes out.

(+6)

No problem, I'm glad it could be some use to you. The things I've mentioned are all things I myself learned as a writer, but trust me, it makes a world of difference to the writing. :)

When it comes to exposition, the best thing to do is give it in small doses - never go heavy on it if you can help it. The reason for this is the reader will skip all those details you so badly want to tell them. They won't even do it consciously, it just won't hold their attention so their brain will just skip it. I'm genuinely warning you about this because it's the biggest reason a person will stop reading a story and not pick it back up: even if you plan to take a different route a few chapters in, none of that will matter if the reader has already stopped reading. So try to get out of that habit as quickly as you can. Feed them info/lore strictly on a need-to-know basis, and wherever possible do it via 'show, don't tell'; via the MC experiencing it first- or second-hand.
Example, don't have the MC asking about some species they've never met unless there is a reason they need to know. The MC in your story is already dealing with so much, they're not gonna care about the lore of the place until it's an immediate concern - right now they're probably trying to get their head around what the hell they're doing on that spaceship and who the hell all these weird aliens are and how to feel about it all. One thing at a time.
The best way to give info about a species is when it becomes imperative that they needs to know: when it becomes personal to them, when it's important for survival. This might happen if the MC has to deal with that species one-on-one and doesn't want to mess up, or if they make a friend of that species. Conversely, if you give the reader the option not to ask about further info on a species, say if the player's MC isn't the sort to care enough, or asks someone who can't be bothered informing them, it can cause a diplomatic incident, which can be fun for drama in an alternate path.

One final hint I'll give for dynamic writing is using the character's senses: smell, touch, taste, sight, hearing. When you (or a character, in this case) enter a new and unfamiliar place, what immediately strikes your senses. What sounds do you hear? Is there a smell or smells? What are your eyes drawn to? Is there a smell so strong you can actually taste it? 
Obviously you don't have to go into every single detail because that would be overkill, just pick what most stands out to the senses. The exception to this is if the experience is supposed to be overwhelming for the character's senses and you want to convey that to reader, than you can over-describe a little more (often in a rapid fashion as it gives the feeling of your senses being overloaded as you experience one thing after another).
In short, there will be senses that jump out at you, because they're alien. Even revisiting a scene, something may have changed, and if it's pertinent to the story, it's worth mentioning it.
And of course, and important thing to consider with all these senses is, how does it makes the character feel? For example, a busy market with so many of their sense being bombarded might give a sense of excitement to one character (to explore, if the character hasn't had much freedom), but to another it might make them want to hide or get as far away as possible (if they're afraid of crowds, have a particular condition, or a trauma of some sort).
A dark, alien room with strange lights and foreign objects might give a great sense of unease, or it could make the MC or other characters who are more adventurous or technically-minded, curious to explore.
This of course depends on the character's personality and experiences. You can dictate that for all of the characters in the game, but for the MC, give he player as much chance as possible to convey how something makes THEIR character feel, or how they act toward it, with choices. Let them shape their character's personality through each experience. It makes it very immersive and give the reader a sense of ownership and investment in their character.
And with all of this, remember, 'show, don't tell'. If they walk into that creepy alien room and feel deeply weirded out, don't tell the reader that the character(s) feel creeped out, convey it. Example, they might get goosebumps on their arms, might freeze up, muscles tense, might go quiet or stutter or give a high-pitched laugh, or makes excuses to leave, or physically leave the room. Depending on the character, they probably will have different reactions. You don;'t have to go nuts with this, but it's a good way to give the reader the sense of how they should also feel about this environment (since they're experiencing it through the characters). Or perhaps how they choose not to feel because something about their characters is different (perhaps brave and adventurous, or overly naive and curious).

Anyway, I realise that's all a lot to take in, but yeah, hope it helps you out. :)