Thanks, we appreciate the perspective, but that is the design of the game on purpose. It makes sense it's hard to enjoy (or get the real experience) in 30 seconds in a game jam setting. We can try a quick version where you're basically playing it like a regular RTS (which could be cool) but that would be a very different experience. This is meant to be an MMO and if it worked like that everyone would have to be on at the same time playing (or at all times) or you would quickly fall behind, and players would explore the entire galaxy in a hour or less, and it would soon be saturated. Obviously, that wouldn't work in this jam setting either, because everyone wouldn't be playing at the same time, and it would basically be impossible to balance. Even in a normal situation, it would be hard to manage an MMO gameplay experience like that. So, as I said before, it is meant to be played as you described, async, in the background.
It's a experiment, an obviously not for everyone, but changing the speed that much would fundamentally change the type of game we were trying to make. Believe it or not, there is a significant number of people actually playing Deep Night this whole time, which honestly we were a bit surprised about in a jam setting.