Thanks for the long feedback!
To answer your question: I aim to create something like a roguelite game where regular runs reset character progression but allow the player to collect some kind of special currency that will be used for creation of their own map. That map should act as a sandbox where player brings NPCs to have fun with. The idea on how to actually achieve that is still forming so I can't say much more than that.
As you said, this is in early development. Things are only partly implemented because of that. I'm currently working on clearing a lot of mess and creating a gameplay loop where quests will be driving it. The repetitiveness is something that will take time to flesh out. I certainly want to do it but it looks like it will take time before I come up with a nice relationship between randomness, determinism and objectives.
Systems in the game still change a lot so I think that having a misleading tutorial would hurt more than it would help right now. I'm using the excuse of game still being a prototype for this point.
UI is very messy and that is one of the things that I'm cleaning up due to it being poorly stylized. Next update might cover some of your concerns about it but I won't promise anything yet because I'm focused on standardizing UI for now. Tooltips (and anything that requires mouseover) will be removed from the game because they don't work on touchscreen and I want to make a port to android in the future. That would mean that either UI/UX needs to be good enough for players to infer what a mechanic does or the guide needs an explanation for it.