This is my first trifold review, so congrats on that. I don't know the Mothership system yet (it's on my wishlist, just haven't had time or funds yet) so my input on system-specific elements is going to be limited. Similarly I don't do solo play, but should be able to offer up some insights hopefully.
When I scale this to the size of a printed page, readability is pretty low. I have old eyes, so I called my son over to see if he could read more than the titles and he had to get pretty close to the screen. Space is at a premium, so I get it, but it means this is only going to be usable digitally for anyone with a less-than-stellar printer. Something to be aware of.
The blue outlined white on black text of the cover reads as nothing legible until I scrolled in to a larger size. Other text registers as readable (if squinty) at size. That one read as semi-gibberish when scaled. I also don't know if a content warning is needed on the document as opposed to the landing page, but since it isn't intrusive it's not an issue really. I find that people who would have an issue with such things would rather see it on the landing page and not even download rather than get a copy, download it, then find out.
With the C-fold configuration it seems you're going for here, I think swapping the 'Who Am I?' and 'Resolutions' section would probably be more what I was expecting. That would put the most vital element of deciding if I want to pull this from a pile without having to open it up at all. Front is a visual, back would note what is going on at the start and the mechanics I can expect while playing.
The setup is tells me I am expecting to have a high action, fast paced mystery. Amnesia is a pretty classic setup for television, movies, video games, literature, and of course single player TTRPGs. Nothing wrong with using what works. It's nice to see how the mechanics and resolution work together to not drive you to a set answer, but allow your own actions and interactions to decide who you really were and where you end up. As I read further, I found myself wondering how some of these outcomes could be tied to the tracked values or if they were all simply random along the scale. I ponder how the low number options might mean you were one, but turned to the other as a turncoat situation. Hmm. Resolution in six rounds feels short, but having not played solo, maybe I am wrong.
Interior overview has my initial thought being how three of the seven noted locations are going to be sitting right on the page fold. If I use this frequently after printing out, the spot may become harder to read. Not super important with the information other than the cradle not being on that line, but noteworthy. At this map scale, I definitely am not going to explore much with only six rounds. You'll only get to a few named locations, especially if you need to backtrack around a hazard. This was probably for replay value? Tracker at the bottom is impossible to miss, so no complaints there.
Reading over everything makes me feel like there's solid and easy to follow information here. Even without knowing the exact nature of the Mothership mechanics, I can infer them. I can easily follow how you might move around, make decisions that influence the outcome. Player autonomy to decide how they would act in a situation pushing towards a specific outcome, but clues also working to drive things in their own direction that might agree with or oppose player actions.
Some of the hazards felt like they should have a +/- elements for how you handle them. As an example, the brain spider of 5. It has combat stats, implying you end up in a fight. I can see assuming it was friendly and helping it. Lippoy side of the scale probably means it goes about it's business afterwards. Intruder side, maybe it attacks afterwards. If you attack it outright, you shift a point or two towards intruder. 4 and 7 could have these sorts of options too. Doing that would create more dynamic interactions while traversing the ship.
I don't know if you'd want them rolling after these hazards for a clue or just letting their action alone handle it. I can imagine killing a brain spider, moving you towards intruder, but then rolling a 1 on clues and suddenly feeling like you recognize it after the battle. Something to consider.
As long as I don't scale this back to match page size, I quite enjoy this. Not being a solo guy, it doesn't feel like it overstays its welcome and offers a fun little self-contained idea. There's a good blend of set endings and uncertain ones to offer dynamic options along with player agency. You are pretty certain about your ending in some locations, but might be pretty caught off guard if you waver close to the line until the bitter end. Seems solid to me.
Art cover pulls its weight well enough and the layout is clean. Map and tables make sense and are easy to follow. Being trifold, I can pretty easily check the rules by closing the flap for a second, which now at the end makes it clearer why you made that decision on where to place things in the back. I'd say the trade-off of not having the opening blurb on the exterior is made up for with the ease of double-checking how to handle round to round actions without flipping it over. A lot of the choices made here are making up for the small font. If I could read it easier at scale, I would probably print this off even without owning a copy of Mothership yet.
I think with some tweeking (especially if there was a way to up that font just a little) of small things this could hit a 5 in 2 categories I currently saw as a 4. The weakest point is writing, but when the weakest item is still strong enough to hit 'good', that's not a negative really. Nicely done.