
Hollowmarch: a map that trusts you to get lost
Hollowmarch removes the compass ribbon entirely and asks you to navigate by landmark. For the first six hours that felt hostile; by hour thirty it had rewired how we read the horizon. The quest design is unusually confident — side stories end without ceremony, and several of the best ones can be missed forever. Combat is the weakest element, functional rather than expressive, and the crafting menus badly need a search field. Accessibility is strong: full input remapping, three subtitle sizes and a colour-blind palette that is actually tested rather than merely offered.




