Yeah. After the very thorough (but perhaps not entirely balanced) rules for downtime in Pathfinder 1's Ultimate Campaigns, I was rather excited when I heard that PF2 was designed from the start to have delineated modes for both combat, exploration, and downtime. When I got the PDF, I was quite disappointed to see that the downtime rules were one (1) page long, and mostly covered retraining.
OK, there are also some more stuff in the skills chapter: about 2 pages on earning income, about 1 page of crafting (which is basically earning income with extra steps), and maybe another page or so spread between the Subsist activity (which can be either Society or Survival, depending on whether you're in town or the wilderness), Create a Forgery, and Treat Disease.
Draw Steel, by comparison, has a much more interesting system for downtime, both with built-in respite activities like switching kits and other class features as well as all the various projects.