A great thing to hear! With so many strange, unexplained concepts coming in from the beginning, it was a bit hard to choose how to put the player in the world. In the end I went with the teaching a baby to swim approach and just threw everyone in a river while hoping for the best. (For a book this approach would be suicide, but I think it works in games because players come in wanting to take control first, rather than getting 5 pages of exposition to then have a hint of what they're able to do.)