Every game needs a set of core gameplay rules embodied in code. But in some cases, it is necessary to break these rules, for example, to make a quest more interesting, to add a plot twist, or to display a cutscene.
To keep the game system from collapsing like a house of cards because of such interventions, it must be “broken” carefully and expertly. When done well, such extra mechanics become a useful mechanism rather than a buggy workaround that is not only safe to use in normal situations, but also provides new tools to bring other ideas to life.

Normally, new areas (in Wyrdwood, they are represented by clearings) open up as soon as the Gunslinger gets close to them. But now we've implemented hidden areas and secret paths! The player will be able to find them by completing quests, learning about them by talking to other characters, or by finding a map.