The next problem wasn’t exploration.
It was consequences.
If every hazard simply exploded when discovered, the game quickly became predictable.
So hazards became choices instead of obstacles.
Seal or activate?
Every hazard can be approached in two completely different ways.
You may try to seal it. Or you may trigger it.
Both have consequences.
Sometimes activating a hazard is actually the better option.
Four unique seal minigames
Each hazard type now has its own sealing mechanic.
- Trap
- Beast
- Curse
- Corruption
They’re all different.
Mastering them becomes another skill alongside deduction.
Expedition economy
Resources now matter.
Gold earned during expeditions can be spent on supplies.
Choosing what to bring before entering the next dungeon becomes another strategic layer.
Orb of Clarity
One addition I’m especially happy with is the Orb of Clarity.
It isn’t a permanent ability. It’s a consumable.
One use. One important decision.
It lets you safely reveal a distant tile—but only once.
Saving it for the perfect moment often changes an entire run.
Risk vs certainty
The goal has never been eliminating uncertainty.
The goal is giving players meaningful ways to manage it.