Hi there, Farenheit!
Yes. There are three we've designed right now that are playable, and a larger number that aren't. However, the entire game is modular so we can produce as many as we want without mucking about in code.
A combination of both. It's real-time, not turn-based, but days/weeks go past a set, compressed time frame so that we can justify ships travelling between planets in minutes, rather than days/weeks/months.
But yes, detecting a missile is a HUGE rush. If you're lucky, and pick it up early, you have more options open to you. Based on the rate of advance, you may have time to dodge into an asteroid field to try and lose it, or at least prepare your ship to take evasive action by the time it's close.
At the moment, a trick we sometimes use is to fire one of our own missiles at the incoming weapon. It works some of the time, but it has the problem outside of combat demos of weapons being rather expensive. So it's a tactic we figure people will have to weigh up the (literal) cost of at the time - and if the weapon is lethal (explosive) or non-lethal (EMP).
We don't call them that, but yes. You can take contracts to do all kinds of things, not just trading. From hunting down people, ships or other information, to smuggling goods, and it's all related, in some way, to the overarching political plot.
Should be. We realise it's something that'll be important. Haven't looked into any of the complexities yet, but our engine is designed around letting us render screens to whatever we want, so hopefully it won't present too much of a challenge.
It's on the "needed feature" list because we realise that not everyone can build their own consoles!
There are automated docking sequences (which vary per space platform) but right now trying to keep the scope manageable for our team.
Honestly, the feature I'd LOVE to shove in would be a sort of retro space-walking mini-game. But at the same time, it'd have to fit the feel of the game, and our primary goal right now is getting all the core features working.
No, yes, yes, no and maybe, respectively.
We made a very conscious choice not to make it about aliens. There are a myriad of different human factions, and we wanted this to be a human story
Anomalies & black holes are certainly in there.
And I am working on a scripting language, too, so you can code little applications / scripts for your ship's systems to run.
Thank you! We aren't looking at KS just yet - this is our fourth game so right now we're self-funded. So don't worry, the game is happening! I'm working on it full time right now, and the others are part time. Progress is good, too! We'll have more announcements in the coming month or two re: features/progress, too.