Hey Pageplant, great question.
My hope for The Garden Path is that it strikes a balance between RNG experience and curated experiences, but compared to a game like Stardew Valley it leans far more toward RNG.
There isn't a linear timeline of events - while there are a few fun annual events, content is for the most part gated by what the player chooses to do rather than by a calendar.
Part of the game's philosophy is to make it as quick and clean and possible to get into the sandbox, be it the first or 100th time booting in. After a short ~10-20 minute softly guided tutorial the game runs as it would.
The game's map is randomly generated from a series of connecting pre-designed chunks.
'I shall build that first' or 'I shall focus on this first' will still be what you're asking yourself, but you'll be navigating unpredictable elements like who decides to visit your garden and when, what items vendors decide to stock, which rare items reveal themselves, what rewards you obtain, and which errands/dialogue trees you fall into.
That said, the game is more 'experiential' than Stardew Valley. It's not a resource management game, nor a system building game. It's a sandbox to explore/enjoy for what it is, and for achieving your own goals in shaping the garden, favouring horizontal progression over vertical.