I can make an educated guess based on the nearly 15 years of professional experience I have in the game industry.
Or, y’know, reading and comparing the credits.
Funnily enough, there’s not a lot of engineering crossover between the team that makes the open ended space sim and the team that makes the theme park management sim. (What little there is appears to be mostly in the Core Programming team, not the gameplay programmers. Core Programming is most likely FDev’s equivalent to the Frostbite team at DICE, or the Unreal Engine team at Epic. They work on the engine and write additional tools and features as necessary for the game dev teams).
It’s almost like they’re totally different games with wildly different gameplay engineering and design requirements and sensibilities.
Turns out there’s a reason that dev teams that a make a certain kind of game tend to keep making that same style of game.
I know reading comprehension isn’t your strong suit, dude, but I said Beyond would qualify as amazing if the team size that made it was 0 people, as you assert. For a team that was much more likely 10-15 folks, doing the work that they did in four 3 month chunks qualifies as ‘pretty damn good.’