This is very cool, but with a few minor issues.
There's a few typos and some missing text in both the pdf and printed versions, like in the paragraph on page 31 (picture attached.) It happens. Something got highlighted and the space bar was pressed. A solid proofreading would have caught some of this stuff though.
My gripes would be that there's no duscussion of movement and hex content is super abstract. I would just zoom in to drop in traditional maps and handle it like a conventional dungeoncrawl. Without doing that, a single hex could be condensed to a single encounter or set of circumstances. You could even use random dungeons generators from other sources. I don't mind wiggle room or even creating the contents collaboratively. I think old hands at this type of game will figure it out, but neophytes might be a bit confused as to how to present risks and dress it up. Perhaps a short example could have been provided.
I think the bones of this are very good though, and I usually tend to dislike card mechanics in RPGs. Card use here seems more appealing though.
There's definitely a lot of cool stuff here, and it could easily be used alongside or ported over to similar OSR products.
Overall, I like this. The art really serves it well. This is definitely something you can pick up and play easily although less experienced folks may be a little confused about how to implement some aspects. Perhaps you've given tips on Discord or elsewhere to help them along or maybe there's a video out there to explain it better. In any case, it's a nice little game that gives some nice tools to delve with.