As far as I'm aware, it is. While Frozenbyte has a scalable server solution if needed, the majority (if not all) of simulation is handled client-side by the owner of object, or otherwise the 'next best' client, which is then passed on to its peers. It would be entirely infeasible for them to perform all the calculations of their playerbase server-side.
stormworks build and rescue did a same kind of thing and it completely de-synced. I hope they have a good solution for this but they tested it with devs and worked fine I guess.
That being said, there are numerous servers used in the upkeep of the game: security/authentications, matchmaking, derelicts, ship storage, etc. These may well be on a CDN and span numerous data centers.