Are there any clear design docs for this game since it's kickstarter? I know there were a lot of details released a few years ago, but with some much extra shit they've been doing, have they put out a concise vision again?
Is this still a pseudo MMO with tons of instancing/sharding/whatever?
SC had a design doc built something like 3+ years ago. It included certain core designs meant to be in the initial release of the game. Then there were "Would be nice" sections CR didn't think he could get into the game at release even if studio backed. But he hoped to include them later. Since his team grew 10x the size since then and we are moving to almost triple the original budget available for the game it has changed drastically. This is mostly due to all those "Would be nice" sections which have since entered the design pipeline and then some. I think he exhausted all of the "Would be nice" sections late last year. Almost everything since then has been random doohickeys to give people something at each million mark. We actually voted to stop it entirely but it passed with something like 56% of the vote so it continues. However nothing substantial has been added to the design in almost a year and none are expected.
If you want a vision statement I'm not sure if there is one. I think there are several major posts about how the game is meant to work like Death of a Spaceman but one complete brows-able design doc? The closest thing I can find is this:
https://robertsspaceindustries.com/about-the-gameIt's sectioned so you have to expand each part and read/watch it. If you are looking to start somewhere start here.
Game mechanics have changed so much that it's hard to really nail down what is or isn't an MMO anymore. Here are some details.
Will instancing be used? Yes. But it's important to point out that it won't be possible to play single player in the Persistent Universe as you won't be allowed to set your PvP flag to 0, only to 1. Also that flag won't mean jack and shit outside of controlled space. Think of null sec space in EvE. We don't know yet how many users can end up in an instance because the Devs themselves don't know how far they can push the engine. They want between 50-100 players per instance. It could be half that or double that.
Arena Commander 2.0 will help figure this out as that will be the first true full instancing in space where everything is expected to work. AC 2.0 is expected early/mid next year. Persistent Universe Beta testing is expected this time next year. That's when we find out how instancing will end up working in the galaxy shard. The current plan is to have a seamless experience where assets are created/destroyed as you move and in theory when you cross into another instance there shouldn't be any noticeable lag as the assets within your visual range are already pre-loaded and you can "see" and even engage/be-engaged across instances. Supposedly the engine already allows for this but it's still in R&D as far as we know. Until we have it in hand a year from now there is no way to be sure.
Will sharding be used? No. It's one complete galaxy that will exist on Google Cloud with all users/economy etc all in one place. Regardless of what happens with instancing it will stay on one shard like EvE. Arena Commander and the Hangar is there already and other modules will be connected as they come online. The next major modules, Planetside and FPS, is expected late this year early next. Planetside will connect the Hangar module which is connected to Arena Commander. The FPS module will likely be connected to Arena Commander. You may not know this but Arena Commander is an in-fiction way of accessing a simulator of space combat/racing and FPS.
In case you are wondering how the hell do they plan to actually deliver on any of this... it's because they have dedicated teams working on each module. They often work together since the game is meant to work as one but each has their core responsibilities. All the teams are working in parallel. It's not just a couple of guys in a corner but an entire studio is dedicated to each module. It's why their team grew from around 30 to 300. About half of them are out-source teams/studios including the Hangar and FPS module teams.
If you have any specific questions go ahead and ask. No matter how harsh I'll try my best to give you an answer.
EDIT: Forgot to mention that SQ42 in Manchester which is part of CIG is working on the Squadron 42 story module which will go on top of the rest of the game. That will be a single player experience like Wing Commander with an absolutely massive campaign. It's technically not Co-Op but you will be able to ask your friends or random people to hop into missions with you in single player to help you complete a mission. That will be entirely optional. You will be allowed to skip the story if you wish but it might be required the very first time you play to actually complete the entire campaign. It will introduce you to all of the game mechanics and it's a complete game onto itself. So we are getting about 5 games in one: Arena Commander 2.0 (which will combine space and FPS elements), Murray Cup Racing, FPS Arena, SQ42 and Persistent Universe.