I think filip is correct. I've seen it too many times where the "it's only alpha" excuse is used, where it's also the final thing. There may be improvements or smoothing coming in eventually, but if shadows are rendered as blocks, it's likely to be the method and implementation rather than tweaking. But if it's a limitation of the rendering engine, it's unlikely to be completely changed out.
If shadow handling is completely changed out because of user feedback, then by all means. But I wouldn't have too high expectations based on earlier experience with this.
This is a space game? It's only alpha.
Game has blocky shadows? It's only alpha.
Both fail imo. Blocky shadows are a result of early design decisions while making the rendering engine, and typically not subject to late change. And those decisions may be based on a "if we have this, we can't have that". Where "that" could be anything from shifting perspective, additional and/or dynamic light sources, to rendering speed efficiency. Keep in mind we only have a small subset in the games features for this alpha version (which I don't have access to btw). What happens to efficiency once everything is in?
Is blocky shadows better than running at 10fps? Turning off blocky shadows might improve more than turning off perfect shadows. Just as an example.
So yeah, I'm a bit sick of "it's only alpha" excuse. Things may improve, which is fine. But typically they don't. Not for low level implementations like rendering engine.