First, thanks for your support and being a part of this journey. While I personally don't play the game for the story, I think it's important to recognize your opinions don't represent the entire playerbase, especially since statistically we have seen a lot of players both play for and enjoy the story (and the puzzles thereof to see all the sites), and still more players do enjoy breaking up the pacing when they decide to instead of feeling like they can only do one thing. Claiming the entire playerbase views this topic exactly the same as you, is actually a disservice from your own opinions. It discredits them with falsehoods, and I'd much rather validate your opinions here so we can have a discussion on how your experience was shaped and your needs met (or not met). Yes, there are users who don't like the puzzles, but even calling this the majority simply isn't true. It doesn't make your opinions less valid, but it does mean there needs to be careful thought as to what our team needs to do to move forward. A large part of our playerbase are space game enthusiasts, and exploration is at the forefront of space games.
Alright, so to directly answer the question "is there a point where Rockfish just couldn't pivot away from make puzzles as a big part of the game." That implies we were trying to pivot away from them, which we weren't. We wanted each handcrafted location to contain intentionally placed secrets to find. We don't want our open world, to be empty. We wanted to ensure something was available to explore in every location, else there was little reason to handcraft them at all.
Because you were with us from the beginning, there were a lot of instances I'm sure you can recall where we took the feedback surrounding combat, and amplified it to contrast the exploration. We did see the desire for people to get more into the fray and blowing things up, since it's something we designated as one of the core foundations to the game - much like exploration is. As far back as the prototype, the interdiction mechanic was impeding this process. It wasn't the right type of separation from combat, but rather an annoyance that the player couldn't choose. Based on this feedback, we removed it. We saw the desire to engage with more enemies at once, so we incorporated more combat-style events (keep in mind we wanted events to be separate from combat but changed this because of the community desire). We upped the ante and added combat-focused jobs, too. We even developed and implemented High Risk Areas that players could pursue if they wanted, which are entirely combat-focused with unique mutator challenges. These elements were pushed due to community desire for more combat.
On the side of exploration, we revisited and removed secrets from certain areas for being too annoying or troublesome, based on feedback. There were a wide range of suggestions for puzzles, and we added a few of those that were relevant to the environments made. We moved some challenges to be more easily findable, and added points of interest to aid in this regard. All of this, again, through player feedback. You'd had to have seen these results - especially in contrast to the very beginning - as some were rather wild adjustments. I must admit I feel like I keep repeating this over and over again, but I'm hopeful you truly see how intentional we pushed these directions because of feedback.
All of these inclusions were to provide more opportunities for the player to choose, never forcing. We've always been about creating more opportunities, and avoiding tedium or monotony. It would be great to have even more time to develop more challenges across these locations to have more incentives for both combat and exploration, but this is a very big ask in leu of our position. We are very pleased with what we created because of the community feedback through this process.
Your feedback is validated: You don't like puzzles, you feel like you have to do them, you'd rather blow stuff up. Okay. We heard you, and we've been designing the game with this in mind. Even still, we've cleaned up how these exploration challenges work and pushed more combat-focused situations. Can more be done? Absolutely! And we will, especially moving into new territory for the future of EVERSPACE 2. We'll see what else we can do to help make certain puzzles more fulfilling and less tedious.