From the page alone, Goblin pictures the first hour as finding food and shelter, gathering materials and working toward a first trade. The opening makes that small beginning clearer than the later feature list does.
The separate full-game direction helps: family inheritance and realm-scale ambitions read as future plans, and the N11 paragraph doesn't read as a released build. The bit Goblin still can't tell is which small loop a tester can depend on today. One concrete example of a first session, using only currently checked activities, would help more than another feature list. If a step is still being tested, label it there too.
The merchant life interests Goblin most. What would make the first trade a choice: carrying limited stock, travelling farther for a better price, or choosing who to supply? That's a question about the intended experience, not a request for all three systems. Goblin hasn't played the alpha.