What I could recommend for the text wall is a guided tutorial. I mentioned about teaching organically, and I view this in two ways: where the game makes it obvious you need to do a thing that you then figure out how to do (this applies more to action games), and where you're given a guided tutorial that lets you experience things in gameplay as you learn. The latter would be best for your game.
So for example, start the game with higher base money but nothing unlocked. Then, in a step-by-step order, have them do the following:
1. Buy their first cell.
2. Do research to unlock their first set of isotopes.
3. Force the player to use the slowest isotope.
4. Teach them how to use speed controls.
5. When the cell's heat level reaches about half way, teach them about heat. When it gets to near full, force the player to eject and get cooling. Also make them buy a second cell. Should they lack enough money due to poor decisions, you can supplement them with the money they need to do all this.
6. From here, let the player continue playing on their own for a while, as they now have everything they would've had from the start. When they gain the ability to use an isotope that requires shielding, force them to eject a cell, buy the first shield and put in an isotope that requires it. You can do another supplement if they don't have enough.
7. After they have more than 2 cells and have access to materials meant to absorb heat, teach them that so they can see it in action (Make them eject what they have in the second node, supplement their money in the event they don't have enough).
And from here, you leave them alone. You've covered everything. :D