IronTowerStudio: No plans for DLCs due to the nature of the endings. If the game sells well enough to keep us in business, we'll do a sequel set on Proxima 40 years after the events of the first game. If not...
Modding - we can look into it but developing a proper toolkit will take many months, so it's not something we can promise at the moment.
That's unfortunate. You don't need to have the DLC expand past the end of the main quest, you can add side content.
I could see a DLC to expand:
1. Mission Control to add some more lore flavor. More levels. Larger maps (repair ship systems to access sealed off areas). More hazards (vacuum, toxic gas, no firearms, total darkness, high gravity, etc...). The current MC doesn't seem deadly enough for its reputation.
2. Green/Yellow/Red zones with additional optional combat encounters. Perhaps a zone dedicated to developing floaters. More interaction with the mold itself.
3. Simulated experiences using the skill training chair where you play as other characters enacting out events from the past (perhaps recordings of the mutiny found in MC; optional self-contained short story quests). These might be linked to large or "specialist" skill unlocks that require a minimum level in the skill or stats (INT+CON?) to use. Or weak context-specific feats like extra damage vs shields or smg extra penetration against >10 DR armor.
4. A prequel where you go through the events leading up to Tanner getting the Armory Key. Tanner is an idiot, and not charismatic, so it'd be a good bit of writing to fill in the blanks and make it seem like he only got it through blind luck or the helping hand of the monks. Or make it seem like the monks are trying to get the key as well but Tanner just doesn't see the signs so the others are willing to get rid of it quickly to avoid attention.
There's a lot of room for expansions. You don't need to go _forward_ with time.