In fact, they have just published a handy narrative BTS over on Steam.
I was consulting on this one through the early design phase, in addition to contributing a handful of text events.
What I argue is cool about Scattered Hopes is the design of the basic systems around the core vibes of the TV show, instead of trying to smash a triangle peg into a quadrilateral hole. Combat aside the core game loop is worker management, but as in the show every decision has potential to trigger a cascading sequence of deeper narrative and mechanical crises, each of which can interact in both directions with the personalities, wellbeing, capabilities and interpersonal dramas of your named crewmembers; not to mention the relative strengths and behaviours of the military, criminal and civilian factions onboard.
I'm proudest however of the Cylon system. I jumped on this design task early doors because it's obviously the coolest thing, and although the final version is most definitely the work of the core team I don't think I lie when I say it bears non-zero similarity to my original vision.
Here's the necessary conditions of an authentic Cylon system I laid out on day one, back in May 2023:
Discovering a Cylon's identity (or missing important clues) should be a thing
Cylons are always Cylons, NPCs don't get their histories rewritten when a Cylon event triggers
Undiscovered Cylons on your ship is bad, discovering them is good/exciting/dangerous
Interrogating Cylons is a thing
Not all Cylons are murder-machines, some are smart and strategic, some are friendly to humans
This system is about gambling insight into an NPC’s trustworthiness against all sorts of unpredictable negative effects[...] but never really knowing who you can trust.