6. Screen Layout & Controls

6.1 Title Screen

The top of the title screen shows the game logo and a large selection card. Use the card to choose the difficulty, world, and dungeon in that order before you begin your run.

6.2 Tab Overview

6.3 Dungeon Detail Card

After you select a world and dungeon, a detail card appears on the right. It lists the damage multiplier, recommended level, and a short description. When you are ready, press Enter Dungeon to start exploring.

6.4 Block Dimension Screen

The Block Dimension tab lets you type a NESTED value and choose blocks from several lists. Your selections appear in the preview panel at the bottom. When you are unsure which layout to try, use the randomise button to shuffle the candidates.

6.5 Exploration Toolbar

A toolbar spans the top of the exploration screen. From left to right you will see the Return, Items, Skills, Status, Import, and Export buttons, the dungeon-name visibility toggle, the Interactive sandbox button, the God Console button, and the floor indicator. Once the SP system is unlocked the Skills button highlights so you can open the modal and review your abilities. The toolbar supports horizontal scrolling on mobile devices— swipe left or right if any control is hidden off-screen.

Toolbar layout with Godhood unlocked
  1. Return
  2. Items
  3. Skills
  4. Status
  5. Import
  6. Export
  7. Dungeon-name toggle
  8. Interactive
  9. God Console
  10. Floor indicator

The Interactive button appears while you explore a sandbox run or whenever your player level is 1026+ and at least 100 levels above the dungeon recommendation. Meeting those criteria automatically enables the toggle and logs the panel usage in the statistics tracker. Clearing the NESTED 99999999 dungeon to attain Anos-level godhood makes the button permanently available during expeditions and lets you flip it directly from the God Console.

The God Console itself activates after you unlock godhood and only appears on the toolbar while the game view is visible. The log announces “The God Console and sandbox toggle are now always available.” when this happens, and subsequent openings inject a sample snippet to help you start scripting. The console’s Enter Sandbox Mode control drives the same interactive toggle, so you can test difficult encounters and apply code tweaks without leaving the modal.

6.6 Status Card and SP / Satiety Bars

The card on the left-hand side of the exploration screen displays your core stats—HP, experience, attack, and defence—alongside the SP gauge unlocked at level 100 and the satiety gauge that appears in dungeons with a recommended level of 300 or higher. The SP bar is purple, the satiety bar is yellow, and both shrink as the value decreases. Their numerical values are shown at the bottom of the card. Entering a dungeon at least five levels above the recommendation suppresses the satiety system entirely, so the gauge remains hidden.

You gain SP by moving, defeating enemies, earning MiniExp rewards, or offering recovery items. The maximum SP is 100 at level 100, 150 at level 250, 200 at level 500, and increases by 50 every additional 500 levels. The satiety gauge decreases by 1 each turn. When it reaches 0 you take hunger damage based on your maximum HP. If you enable auto-use from the status modal, configured potions automatically switch to the “Eat” action and keep you topped up once the gauge falls below the threshold.

Both the status card and the status modal display status badges for domain crystals, skill effects, and ailments. The badge colour and icon are consistent—for example, ATK↑ indicates an attack buff and denotes damage inversion. Multiple badges are shown in the order the effects were applied, making it easier to decide which one to cleanse first.

The Dungeon Overlay in the top-right corner shows hazard badges. When darkness, poison mist, or noise are active the overlay lights up with a dedicated label. If you tackle a dungeon at least five levels above the recommendation, the label adds “(Suppressed)” and the badge becomes semi-transparent. Visual glitch effects only occur while the noise hazard is active and end immediately once suppression succeeds.

6.7 Keyboard Shortcuts

6.8 Accessibility Notes

All buttons and lists are fully keyboard-accessible and include ARIA attributes for screen-reader support. When customising the style, make sure the contrast ratio and focus outlines remain easy to distinguish.

6.9 Result Overlay

When a run ends, the centre of the screen shows a translucent backdrop with a result card. The top of the card displays a badge for the outcome (clear, defeated, and so on), the title, and—when applicable—the cause of failure so you can review what happened at a glance.

The bottom of the card offers the primary actions. Return to Base sends you back to the selection screen. When conditions are met, a Retry button appears to the right so you can jump straight into the same dungeon. Keyboard focus defaults to Return to Base. Press Enter or Space to confirm, or Esc to trigger the same behaviour. On touch devices, simply tap the buttons.

All statistics displayed in the result overlay are added to the Achievements & Statistics tracker and can be reviewed in exported saves under achievements.stats.core. For the gameplay flow, refer to 7. How to Play.