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If the game was designed and programmed from the start to possible have an offline mode, then you'd be right it wouldn't be that hard to do. That's not the case with this game, everything is tied to Epic, 3rd party software / servers for the chat system, and everything in game is designed to be handled server side.
Hell even the player inventory is handled server side instead of having a client-side / server-side handshake verification system in place, that's why there's so many glitches with quest items, etc. not being properly detected.
We'll use No Man's Sky as an easy example of a game that easily has online / offline mode. In NMS you can switch between modes dynamically because everything was set to work like that right from the start, you're data is handled client side and offline mode is basically just telling the game not to load assets from the other players.
Palia on the other hand has to handle everything through Epic, The 3rd party chat servers, Epic game store, steam, and then anything S6 actually handles. Hell even player position isn't handled client side, that's why when it glitches you trying to change maps, etc. it dumps you at a stable instead of where you were actually trying to go.
So yeah no, an offline mode isn't just a "only need to rework a few and adjust a few minor things". Might seem like it if you have no real knowledge / experience in game development, but yeah it's a lot more complicated when it's designed the way they did it.