Thanks for playing and for leaving feedback! I had to think for a while about your comments before I was able to express the design concept I was going for: The unknown remains unknown until it becomes known, either through direct exploration, secondhand information, or leveraging a tool. Future planned terrain types double down on this concept. However, you gave me an idea to try -- instead of making unknown areas impassable, let the player trace paths through them, but it will be slow and disorienting. That will contrast better against the more leveraged means of discovering unknown parts of the map. Thanks again for sharing.