Actually there are a lot of games out there that aim to recreate that OD&D hex-crawl vibe, many of which are lumped together under the OSR (Old-School Revival) banner. You seem to know your stuff, so I'm curious as to why you think the glut of OSR retro-clones (especially ACKS) fail to deliver that vibe, considering that's a big design aim for most of them?
In my mind, the thing that sets FL apart is that (unlike most other OSR games) it isn't yet another D&D clone. As such, it isn't beholden to the D&D attribute lists (or similar variants thereof), the d20 dice (or variants thereof, like 3d6), etc. It uses a dice pool mechanic that (while not completely original) manages to bring just the right level of simplicity and crunch to satisfy most gamers, including new ones. Also, the hex-crawling elements are essentially baked-in to the engine, as MYZ has a blank map exploration mechanic that is directly related to classic hex-crawling. Coriolis eschews the random map for a brilliant random system generation system.
As someone who tries out a lot of games with my groups, I've been so inspired by the Year Zero games (Mutant Year Zero, Coriolis and Tales From the Loop) that I started making my own fantasy hack a few months ago, aiming to recreate a WFRP-style experience using the Year Zero engine (
link, if you're interested). I saw the potential to use this engine for a great grimdark fantasy game, and thankfully so have Fria Ligan.
I think we have the making of something very special here with Forbidden Lands.
Oh, and if you want to see some awesome hex-crawling resources,
here's a great site to help with your planning while you wait for FL to release!
I make YZE games (https://drivethrurpg.com/browse.php?author=Matt%20Kay) and produce predominately Free League content on my YouTube channel (https://youtube.com/@3skulls)