And shoot, the internet ate my reply. My fault for not copying it first.
This is a good start. A few things I would recommend thinking about as you continue, and hopefully have time to edit:
#1 Jump right in and follow the character. There is rarely need for long exposition right at the start of the story, as most anything essential can be added in through character thoughts, diologue, interactions, etc. later on. If you cut your first two paragraphs and started with 'you wake up' the scene would be more tense. The player would feel the disorientation a bit more of not knowing what was going on. The player could recall with the character and discover with the character, which will set up a stronger sense of immersion and flow from the get-go. Alternatively, you could go the route of showing him about his typical day, and then having the crash happen. This would also increase immersion and give the player more reason to root for the character. But starting with a sort of meta-description of what is going on distances the player from the story and also ruins some later chances for discovering what really happened.
#2 Reframe description, where possible, from the viewpoint of the character.
For example, instead of "A small but shockingly expensive ship of the Terran Astry flies through warp space, while the stars sway and ripple past the ports as though viewed through water." you could have something more like,
"You pause from your routine security patrol to appreciate the dappled light coming in from the port window. Flying though hyperspace never gets old. Unlike normal travel through a still, endless void, here space feels like a living, breathing thing. The stars sway and ripple past. The spaceship gently rocks beneath your feet as it sails."
#3 Make description work for you in terms of pacing by simplifying it when you want things to be action packed, and longer/more sensory when you want moments of wonder. For example, the bit about the stars swaying is great and shows the wonder of hyperspace, but the first half of the sentence is bogged down. It tries to pack in too much information (It's small, it belongs to the Terran Astry, its really expensive) but actually leads to more questions. What does small mean - one manned yacht or space cruiser? What's the framework for expensive in the future?
#4 Make description and exposition work for you in terms of characterization. The same information can be conveyed in terms of the personality, perspective, or aspirations of the character.
For example, instead of just saying the ship is shockingly expensive or the tech is new:
"The next stop on your rounds is the propulsion center, where you can see the new hyperfold engine at work behind it's various safety shields. You whistle below your breath - that experimental piece of tech probably cost more just to turn on than you could make in twenty life times."