I'd be careful with how the roleplay is presented then. You have a lot of Lore and background info which would typically lead to expectations of a story. If there isn't a story then it's a sandbox and you need to explain to the players they have to create their own adventures — often this is not what players want. People looking for a roleplay are mostly, but not exclusively, looking for a theme and story to play out with their characters as part of the whole. They wanna feel a part of something and if the world is too vague you'll end up with problems of people leaving or becoming bored. The story doesn't have to be elaborate and can be as simple as "you're a player on a sinking ship" so everyone knows the direction, but you as the GM still have to guide it and add twists to say that "upon trying to escape you discover every room is an escape room puzzle" (Nonary Games plot as the example).