Miasmata is made with humble graphics and an eye (or four eyes) for technology. It executes mapping and movement shockingly well, both concepts working in unison with the fundamental idea of player disempowerment.
The character trips, stumbles and gains momentum on an incline. Traversing the environment feels realistic within reason, and the quickest way to a point ahead is not always a straight line.
Cartography is tedious and the nature compelling enough that the player is likely to wander off the beaten path and fall into two possible scenarios: inside, safe or outside, lost. Loss of direction evokes glimpses of freedom rarely experienced in a video game.
The systems can be time-consuming to grasp and the solution to the mystery surrounding the player is scattered and abstruse. But why should things be easy to understand?