Exploration Mission Structure Environmental Storytelling Exploration Mechanics Environmental Interaction Open World Environment Design Collectibles Map Design Map Changes Environmental Challenges Puzzles Challenges Map Features Game Environments World Building Environmental Changes Maps Biomes Gameplay Experience Astro Bot Sublayers Game Regions Open World Games Environmental Hazards Metroidvania Dungeons Environmental Design Open World Design Procedural Generation Chapter Structure Regions Shellwood Map Issues City Design Map Development Gameplay Mechanics Map Exploration Vicious Void Galaxy Map Improvements Game Difficulty Map Variations Gameplay Environments Linear vs Open Areas Room Mechanics Area Size Mansion Exploration Room Layouts Courses The Junction Sandbox Design Objective Systems Environment Art Job Mechanics The Forsaken Plains Terrain Strength Planetary Environments Doom: The Dark Ages Gameplay Innovation Urban Environments Arena Challenges Hidden Items City Maps Player Guidance Open-Field Design Cave Exploration Imperial City Enemy Design Easter Eggs Puzzle Design Biome Characteristics Locations Track Design Feast Layer Environment Improvements Difficulty Balancing The Unwritten Realms Map Accessibility Secret Areas Hub World Design Player Experience Pathfinding Resort Layer Environmental Features Custom Levels Destruction Systems Sutch City Hollow Knight: Silksong Multi-Stage Jobs Map Adjustments Random Generation Moss Grotto Putrified Ducts Mission Types Cave Systems Recreation of Locations Map Customization Hollow Knight Silksong Obstacles Complexity
New guides detail Tessie’s mobile Pack-a-Punch, timed Power Pumps, driving hazards.