Welcome aboard, all!
[Y]our ability to learn and speak the language, once it exists, will be limited only by you! And whether or not there's enough parallel corpora or a Rosetta Stone analogue or some such, but the inclusion of linguistic cheat-sheets isn't up to me.
This reminds me of Ultima Underworld: The Stygian Abyss
, the early 3D game made by the studio that later created System Shock and Thief.
One of the pieces of awesome in this game -- and there were many -- was encountering a tribe of Lizardmen who spoke their own language. By talking to them, it was possible to learn the lexicon for this language and use it to solve gameplay challenges in non-lethal ways.
It was remarkably satisfying to encounter a friendly lizardman, and, when he said, "bica, yeshor'click," to know immediately that he was saying, "hello, friend!" It was one of the many thoughtful features that helped the Stygian Abyss feel like a true place worthy of being explored.
If Frontiers can do something similar -- letting us explore systems like other languages spoken by unknown societies on the "frontiers" of the world -- then that will be one more reason I'll be happy to have backed this project.
Note: the Lizardman language
actually had a bit of internal complexity. "'Click" was "no," and by tacking it on to other words, you could make new words. Thus, "sorr" was "enemy," but "sor'click" was "stranger" (literally, "not-enemy") and "yeshor'click" was "friend." That's a lot of generative nuance for just one grammatical rule! I hope for even more in a game language invented 20 years later.