Exploration

Of Ash and Steel Map

The game’s navigation is intentionally old-school: no detailed map or quest markers at the start. You earn your map, annotate it, and rely on landmarks and NPC directions—embracing exploration as intended.

No Map at the Start

Why you feel lost at first.

You begin with no minimap or world map. Navigate by landmarks, compass, and NPC directions (“north past the old mill,” “beyond the Shadowgate to the marshes”). Expect to learn the landscape by heart—roads, sun/moon for cardinal direction, and environmental sketches or signposts.

Earning Your Map

Unlocking the map through story progression.

A map item arrives after the prologue/early Act 1 via a quest reward. Once unlocked, you can open it in the menu; regions fill as you explore. It’s static—no GPS arrow—so you correlate the parchment view with the world.

How the Map Works In-Game

Fog of war, regions, and annotations.

Region-based map reveals as you visit areas. Major landmarks show, but no quest markers or player dot. You can place limited custom notes/markers—perfect for bosses, locked doors, or resources. Think parchment reference, not live GPS.

Tips for Navigating Without Markers

Practical habits for staying oriented.

Read the world

Landmarks, audio cues (waterfalls, town bells), and high-ground vantage points keep you oriented. Use compass and sun/moon for east/west.

Take notes

Jot down directions or sketch a rough map. Add in-game annotations when you find points of interest.

Embrace wandering

If unsure, explore. The design rewards detours with side quests, loot, and landmarks that later anchor your mental map.

Use guides sparingly

Fan-made maps exist; use them lightly to avoid spoiling discovery. Try our no-markers guide if you need pointers.

Community and Fan-Made Maps

When you really get stuck.

Fans have built interactive maps and shared trainer/loot locations. Great as a backup if you’re lost—just beware of spoilers. Community threads often include collaborative sketches; modders may add minimap mods later.

Design Philosophy

Why the game hides the map early.

Inspired by classic RPGs: no handholding, more immersion. By the time you unlock the map, you already know the land through experience. It’s meant to feel earned and used as a planning tool—not a crutch that overrides exploration.