A work camp manager game. Thinking like a small scale, granular dwarf fortress - like. The specific thing I'd want to see is having to manage time, but instead of just someone working at a workbench for an hour and popping out products, it goes into things like set up takes time, cleanup takes time. Returning to an activity after a break takes refamiliarizing, even more if someone else was doing it.
And on top of that you have people with complex abilities and preferences, relations, aversion to monotony. Tools and gear could have wear and maintenance. And importantly, as little magical material transformation as possible. Say, when an axe handle breaks, you can use the broken wood for firewood, but also you can't make a new handle without a large enough piece of wood.
And with like a contract length. You're here for 3 months. You try to bring everything you'll need, because getting things from elsewhere is either slow and costly, or basically a random encounter when hunters pass by.