Thank you :)
Worth adding is that while I primarily develop Tea For God as a rogue game (with an optional persistent layer, currently there isn't any), I plan to have some more traditional way of experiencing it as well (simple checkpoint / save only in particular places). With both modes having an option for a linear map - I love the open world as it is right now, especially with Navigator modifier that requires you to follow the map but I know lots of people who would like just to go forward, shoot and experience the story (that is coming soonish).
And that bug during start, I think that I fixed it yesterday and I will be creating a minor patch before Christmas.