A useful map reduces confusion without turning a town into a list of buttons. Our first priority was a clear You Are Here marker, followed by recognizable district names and destinations. That helps a new player recover after a wrong turn while leaving the streets themselves worth learning.
We are deliberately separating orientation from instant travel. Travel points still matter, but the map's main job is to explain the relationship between the player's current location, nearby work, and the route home. Once those relationships become familiar, the player needs the map less often—a sign that the town design is doing its job.
Testing focuses on screen size and interruption. The map must remain readable on a phone, close without losing the current task, and never cover important feedback when the player returns to the world.