Thanks! I do plan on GMing and most of my players are into this sort of slow development, but it's a good point regardless. The simple fact that it's a closed environment is a device that stood the test of time (e.g. most dungeons made since the dawn of RPGs), but guaranteeing there's always something interesting to do becomes nontrivial without setting up combat encounters. It could be a prison colony or something that can potentially become equally volatile, but I'm not sure how to do it passably.