What is actually documented

Two separate things are worth separating before the details. The game confirms that secrets exist as a category, and players have confirmed at least one instance of finding one. Everything past that is community reporting, and it is thinner than the confident tone of most secret guides suggests.

The official side of it is short but solid. The Steam achievement list for the Early Access build carries 14 achievements, and four of them are hidden: Heartless, Gloom Slayer, Gunk Slayer and Urbexer. The visible ones include Spelunker, which covers exploring the tunnels. Urbexer is the one that matters here, because urban exploration is precisely the activity of getting into places you were not meant to enter.

The other official hint comes from the demo-era store copy, which promised that you would explore strange rewards hidden in The Gloom. That is marketing language rather than a map, but it confirms hidden rewards were designed in rather than discovered by accident.

Shroom and Gloom doorway scene in a dark tunnel where an easily missed opening sits off the main route
A door on a normal route. Secret openings follow the same rules but are not highlighted. Game screenshot from the official Steam listing.

Anyone claiming a complete secret list is guessing. There is no published count, no official map, and the achievement names are the only in-game confirmation that secrets exist as a designed category.

The secret passage, and the condition players attach to it

The best-attested instance is a secret tunnel. Three separate sources line up on it: a player reporting that finding one produced an achievement, a video titled around finding a secret tunnel, and a live playthrough where the player says mid-run that they saw a secret path.

The question of whether a secret passage needs its own route has a useful answer. It does not. The reports describe secret openings sitting inside the normal run structure, as an extra option alongside the choices you already make, rather than as a separate branch you commit to at the start. You find them by paying attention on a route you were taking anyway.

The condition that gets repeated is about order. The claim is that an extra side door in a camp only opens if you have not already opened either of the two main doors in that camp. This is community reporting rather than documented behaviour, and the sources relaying it contradict each other about which way round it goes, so treat it as a lead to test rather than a rule to rely on.

The one detail that is consistent is that the secret door does not announce itself. Players describe it as not lighting up or being highlighted the way a normal interactable would, which means you open it with the ordinary break or unlock cards you already carry. If you are waiting for the interface to point the door out, that is the trap.

ClaimWhere it comes fromWeight
A secret tunnel existsThree independent player sources, one on videoConsistent
It triggers an achievementPlayer reports, plus a hidden achievement in the official listConsistent
The side door only opens before the main doorsCommunity posts relayed second-hand, mutually contradictoryUnresolved
The door is not highlightedPlayer replies describing it as not lighting upConsistent
You use normal break or unlock cards on itSame player repliesConsistent

The old frog cards

Behind one of these hidden openings is an encounter that gives you a card covered in unreadable symbols. Players call them old frog cards, and the important detail is the plural. More than one exists, and different players have come away with different cards.

One of them is a Foresight card called Old Frog's Gift, and it appears in a fan database of Foresight cards alongside a live-playthrough line naming it directly. The Old Frog's Gift guide covers that card, why there is no single answer to what it does, and how it differs from the ordinary frog interactions.

The reason this is worth its own page rather than a paragraph here is that the honest answer to what the card does is unresolved, and collapsing that into a one-line summary would make it wrong.

Theories, clearly labelled as theories

Because the symbols on those cards cannot be read, players have gone looking for a pattern, and several ideas are circulating. None of them are confirmed, and none should be treated as mechanics.

It is a cipher
The symbol text may be a code rather than decoration. The original poster suggested screenshotting the encounter in case it matters.
Layering the cards spells a message
One player suggests that stacking the different old frog cards might reveal writing. They report having received one attack, one skill and one foresight card so far.
The language appears elsewhere
Another player points out that the scars on the chest of the scar tissue card resemble the frog text, and suspects more than one message in the same script.
It connects to a true final boss
Offered as a guess by a player, with nothing behind it beyond the strangeness of the encounter.

The last one is the clearest example of the pattern to watch for. A guess offered in a thread can be repeated as fact by the next site that copies it, which is how unresolved secrets turn into confident wrong answers.

Secret behaviour is exactly the kind of thing that gets patched, and the achievement list is the place to watch because a new hidden entry would show up before anyone writes about it. The official Steam news hub carries the update notes.