For expedience I'm going to draw comparisons to factorio for a moment, so please bear with me.
The tutorial system here is good, I'm up to hub upgrade 3, but there's one fundamental flaw; I don't have a carrot goading me into further development, I have this character ADA telling me how to progress, but not giving me any incentive to do so.
Now, I being a human being outside of the game know that there is a reason to progress, or it'd be rather silly for there to be a game. I've seen things in the trailers that look pretty fun, and gave me feelings I've yearned to experience first hand ever since I realized a sandbox resource management and assembly line simulating survival game was a thing. But that's the "rational" conclusion of having seen those things in a trailer. There needs to be something visible in game, just around the corner to motivate the irrational side.
In factorio, the tech tree is your incentive, it makes you ask yourself "Hey, wouldn't it be cool if you could, say, build a car, or toast those pesky biters with the carbon rich fluid remains of their ancestors", or even "What can I research to reduce my emissions so I don't need to kill quite so many of the locals?" and then the vast, but helpful menu tells you what is available to you at current, what it can lead to, and what things you need in order to achieve it. And this is all visible from the very start of the game at a single keypress.
Now, I'm not saying you should totally ape factorio, but consider how you might go about achieving the same ends at the very early game stage.
My suggestion is give the player something not necessarily vital to enjoy and progress in the game, but incredibly convenient to have that might help spur progression, maybe with the promise of some variety of tiered upgrades. It shouldn't need to introduce any new systems to what you've already made thus far. I understand some tools may already have as much going for them as hinted at in the first trailer.