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Every icon is drawn. The editor, the Play window, Search, Coverage, and the settings dialog draw
their icons from one set (Lucide, MIT licence) at one stroke weight, in place of the typed symbols
that used to vary with the platform's font. Game events carry a drawn gear in the script and the
Play transcript.
The chrome has its own scale. The navigator, inspector, top bar, and dialogs are sized on a
fixed 14px base, so they no longer grow with the reading size. On the default reading size they
come out about nine percent smaller than before, matching Storyletter; the script itself is
unchanged.
Section captions are words. The tracked uppercase labels in the inspector, the script's group
rails, the report cards, Search, and Coverage read as sentence-case labels now: Inspector, Game
data, Choice, Option, + Block. Screenplay character cues and table column heads keep their
uppercase.
Buttons have edges. Every button reads as a button at rest, with a border or a fill, and one
focus ring serves the whole window.
Dialogs share one frame. Settings, the first-run name question, confirmations, the update
prompt, and About sit on the same panel with the same scrim and exit. The About dialog's version
line no longer clips under the frame.
Keyboard hints read true to the platform. Tooltips and hint bars say Ctrl on Windows and Linux
and ⌘ on macOS, and key hints are drawn as keycaps rather than typed.
Tooltips are all the editor's own. The last native tooltips now use the themed one the rest of
the app uses, and an unset value in the inspector reads "None" rather than a dash.
Copy tidied throughout. Settings notes, field hints, tooltips, and problem messages are plain
sentences in UK English; the six settings tabs are in sentence case; the problems bar names the
scene beside each problem.
Escape in Find closes the window from the query box, and the job strip shows a moving band
while a job's size is still unknown.