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choosing to stray off the path is the players fault.
Not really my fault that you can drive into those areas, then it doesn't give you the option to unpause and go back to your current junction when you realize everywhere else is a Dead End and what that actually means.
Why do dead ends exist? What is the gameplay value add? Point of games is to progress so why give you an option to put you in a map that you can’t progress in?
Those that say “you put yourself in that map “…yea kinda but what’s the point of that game design where it’s structured that way considering most of you are saying you avoid it anyway.
I'm part mad at myself for messing around and finding out, but at the same time most other games usually use "Do Not Enter" as more of a scare tactic for more challenging parts of a game so can you really blame me for trying?
On hindsight, now i read the map very, very thoroughly :D
On a more serious note, there may be a use for this. One of the workshop perks requires you scan a remnant ghost. As far as i know this can only be achieved if you return to the junction where you failed (it marks it with a little tombstone in map even). So having these dead ends sorta makes sense. Because just thinking i must scan my ghost while meteors fall from the sky in the deep zone is a hard pass.
Bear with me though, this is just a theory that i must try myself, i don't know if the remnant ghost counts when you simply abandon a trip, but since it marks it with the tombstone my guess would be it is likely. If anyone has tested this i'd love to know. Otherwise i'll edit this in a couple hours and just confirm it (finished the Well yesterday, so i am mostly collecting and testing stuff now).
I see a bunch of people are quick to blame you for being underprepared. And while i do agree this is a thing that's easy to mitigate with player actions, it is shouldn't be an issue in the first place. The problem is solvable by a simple ui confirmation popup stating you won't be able to get back from such a junction and letting you back out of a decision like this. And a ui button to cancel travel altogether, since as OP showed it's possible to get multiple dead ends as possible exits.
//i wouldn't expect a fix though, single player indie games are notoriously poorly maintained unless are a massive success
To avoid this kind of thing in future: open the inventory ui and navigate over to the "route map" tab. It shows what kind of junctions are available if you leave through a gate
Because the map is randomized each time you return to the garage.
The map stays the same. Its the zones that are randomized.
However, if I go there again it will connect to another junction for a way out. Or still be a dead end but this time you can activate a jump point with enough stabilizer go go juice?