Earned Map Information
The map doesn't just appear; you buy it, find it, or draw it yourself.
- Prototype complexity
- Who plays
- Solo decisions
- Design focus
- Information · Discovery · Planning
No.037Hollow Knight01The core loop
Action → feedback → next choice- 01Enter unknown ground
- 02Seek a map source
- 03The map fills in
- 04Plan routes with it
↻Feedback changes the situation — the next round starts from there.
Walk through one round
A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.
- T1
Turn 1 · The situation
You've just entered a new area with 80 coins; the mapmaker sells maps for 30, but you don't know where he is.
- T2
Turn 2 · The player chooses
You follow scattered paper scraps to the mapmaker and buy the map.
- T3
Turn 3 · The feedback
The map shows the area's rough shape, but details only record when you rest.
- T4
Turn 4 · The next decision
You decide to find a rest point before going deeper.
How it plays
New areas start unmapped; you find a mapmaker, map fragments or landmarks to get an overview. Some designs only record exploration when you rest at a safe point. Missing maps make getting lost part of the experience.
What the player weighs
- Finding the map first is safer but costs time and money
- Exploring blind is thrilling but easy to get lost
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

Hollow Knight
You buy area maps from Cornifer and need a quill; explored parts are only recorded when resting at a bench.

Elden Ring
Map fragments sit at steles in each region and reveal its terrain once picked up; before that, the map is blank.
The difference worth noticing
Hollow Knight makes mapping a paid, gradual process; Elden Ring reveals a whole region once you find its fragment.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Map info comes from daily chats with travelers, and those you talk to often share hidden routes.
Prototype this combo in Yoroll→Follow the next idea
Ability Gates and Backtracking
That ledge you couldn't reach? You'll be back once you can double jump.
- Prototype complexity
- Who plays
- Solo decisions
- 01Hit an impassable obstacle
- 02Note it and move on
- 03Earn a new ability
- 04Backtrack and open it
Unlockable Fast-Travel Network
Each node you unlock makes the world a little smaller.
- Prototype complexity
- Who plays
- Solo decisions
- 01Discover a node
- 02Activate or pay for it
- 03Travel between nodes
- 04Plan farther expeditions
Reading Routes in Procedural Terrain
You've never seen this level, but you recognize the patterns in its pieces.
- Prototype complexity
- Who plays
- Solo decisions
- 01Scan the fresh terrain
- 02Spot safe and dangerous areas
- 03Choose a route
- 04Spend resources to recover



