We could have hours of philosophical discussion about the warden in this module. Essentially, a lot of it comes down to being flexible since it is Mothership. It could be way too easy to just TPK the party by playing the encounters completely mechanically, so the warden needs to a little sadistic and think about what is most annoying and creates the most drama. Having players who understand Mothership also helps because I've found that experienced Mothership players know when checks and saves may or may not happen and they track their own stress, hp, and ammo and call for Panic rolls in-character, so the mechanics run themselves quite a bit.
If the players figure out the "twist," it becomes a different game of cat-and-mouse, almost pvp. We wanted to bring back some of the old-school oppositional DM style but fun, not mean. It also helps that you have an escape hatch as the Warden where if you do end up wiping everybody, they "wake up" the next morning. This would be a good back-story module or one-shot for this reason, but would take more tweaking to incorporate into an ongoing campaign.
There's also the option of running it more traditionally. There's enough flavor text, maps, and encounters that if someone isn't up to or into the diegetic Warden all the material is there.
This is a little module, and there's some Warden guidance throughout, but I don't get to include full design notes like I would in a larger module.