The ability to leave and continue continue the next day from where you left (aka 'saving your game') is called 'persistence tech' in SC and is currently in 'tier0'.As an update:
I spent a little while trying to get the 'ready made' Hotas profile for my Warthog to do something, set up bindings for on foot movement, jumped into the game.
Got out from the bunk, wandered to the lift, went to ground floor, walked for a few minutes, got a tram, walked a bit, got another lift, walked a bit more to the ship.
HOTAS doing nothing, default WASD keys used instead... When W made me go backward....
Got out of the hangar, retracted landing gear, was tired by then so logged out & went to bed.
Fired the game up next morning: Back in my bunk...
Uninstalled.
Performance throughout was pretty poor, but I did assume the servers might be busy...
Overall impression for me is to wait until it is a released product: It is very pretty and has a big shopping mall & stuff, but FPS performance was possibly comparable to Odyssey in a large (not extraction) settlement CZ, distinctly choppy.
Edit: spelling
It's what's so irritating about the project. They proudly brag of half-baked implementations of basic functionality that every other studio silently takes care of in the first few months of Pre-Alpha development, give it a fancy name and loudly proclaim they are revolutionising the entire industry.
In this case it's particularly bad: go trading. You buy cargo to sell elsewhere, the game crashes, you lose your cargo. It means that if the game crashes once every ~25 runs you will run a loss overall. It's not even close to a top25 issue, but this alone would have people ragequit permanently in any other game.
It takes some time and perspective to really grasp how mind blowingly poor it is, and how absurdly incompetent a studio has to be to deliver this after a decade and 400 million dollar. It's unquestionably the single largest failure in the industry, ever.