It had one, but only for Kickstarter backers apparently.
Either the devs didn’t prioritize things correctly, or they were very focused on finishing content, or both. But the post release patches certainly indicate a game where the balance wasn’t done (and maybe isn’t close to done). Reductions in work times, tweaked tool efficiencies, rendering certain resources permanent (as of yesterday), adding fast travel, changing resource requirements, longer days. . . It’s a surprisingly a mount of stuff and a pretty radical set of changes just after release.
Also the progression in this is not good. Stuff is gated behind mysterious conversations, or not clearly marked as being behind certain technologies. Frequently you get left with no clear idea of how to progress certain things. The progression has a ton of potential, but it’s messy.