And make no mistake: Having a procedural universe generator is just one part of the whole thing. There's still a lot of actual gameplay that has to be designed and tested before this is marketable; Something like the Universe Sandbox can get away with not really having gameplay, but a project like this (or Limit Theory) has to have compelling gameplay in addition to being this giant sandbox.
As mentioned in the interview, this is much the same approach to game design that Minecraft took. Instead of designing a world and gameplay systems that allow you to interact with that world, games like these separate the two. This means that unlike a game like, say, Mass Effect, where the world design is heavily influenced by the game design, here the connection between the two is much weaker.