This is useful feedback. I’m not going to argue with whether you find the wilderness boring, but the point about the current loop becoming “enter, wait for the discovery opportunity, restart the life” is a fair one.
The affinity/Qi/combat rewards are meant to give reasons to actually spend time out there, so if the optimal feeling is still to abandon the life once the discovery opportunity has passed, then that part of the design needs another look.
The references to going deeper are also not a hidden unlock you’re missing. The current regions are the outer wilderness areas, and the deeper areas are groundwork for later content.
I’m also going to look at the travel restriction. Committing to the wilderness for a life was intentional, but being unable to move between wilderness regions once you’re out there may be making the whole thing much more rigid than it needs to be.
Thanks for writing this out. The detail here is much more useful to me than just saying the wilderness isn’t fun.