AbdulAlhazred
Legend
There can be endless debates as to PRECISELY when a move is 'soft' or 'hard', and one may reasonably construe a DEGREE of hardness. I find it best not to get too hung on these definitions. Assuming the GM is making moves in accordance with their principles, in service of their agenda, it should usually be good. So surely "you lose your torch in the confusion" is a hard move where torches are vital to have. OTOH it might be a pretty soft move if the character can likely do without a torch, albeit perhaps suffering some potential disadvantage, or acquire another one post-haste.This doesn't seem to match the definition on Dungeon World pg. 165.
"A soft move is one without immediate, irrevocable consequences."
Not finding a door (yet) can be revoked by finding a door eventually, implying that it's a soft move.
Soft moves dial things up. Hard moves are the payment on the promise of the soft move's threat. So, typically, you could do something like "You hear footsteps in the dark ahead of you" and when the PCs shrug and continue forward, you now have a 'golden opportunity' which allows for a hard move, the bugbear leaps out and does some damage to the fighter! Of course its always a bit of a judgment call, maybe the bugbear leaps out, but the fighter gets to DD to avoid the damage. Probably if the PCs are being cautious and act on the initial threat "we carefully keep our shields raised as we move slowly forward" then the DD is appropriate.