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A "rite of passage" where someone is medical evac's a dozen times because they kept getting lost due to failing to give them a basic navigation and survival tool is a society that really doesn't value their people. The goal should be them focusing on learning to survive by checking out the area, seeing where it's safe to move, exploring and other things in a safe manner.
The biome markers don't do "the same thing" as a compass because the player has to try to orient to some imaginary point between both of them and you don't know which way you're actually heading or facing with that. Again, do IRL land navigation without a compass and then with one and see which gets you pointed in the actual right direction.
Ah, the testing response.. So the real truth is that the testers said the game was "too easy" because of a compass so instead of expanding on the areas, or adding actual places to explore that would challenge the player you just removed a player tool to otherwise fluff and artificially inflate your game play time. This is the true reason there is no compass and it's like the old MMO grind of needing "5 cat paws" and you have to kill 30 cat creatures to get the 5 drops.
A hint for future games you develop... Players usually don't like artificial grind. Grind or deliberately removing basic genre tools to try to add difficulty doesn't add difficulty, it add's tedium. And that's why you get negative reviews from players who actually expect more than the less than minimum tools in the game or incomplete features (like only being able to build square or rectangular houses).