The Crossroads
The Crossroads is the pre-run hub: assemble four questionably stable adventurers, dress them for the apocalypse, and embark.
The Party And The Roster
The screen offers the party slots and the wider roster. Space (or Enter) grabs the focused hero; press it again on a slot to seat them there, or on another hero to swap the two. R renames the focused hero, Shift+R rolls them a random name.
The Hero Sheet
C on a hero opens their sheet: skills to equip and unequip, trinkets, the conditions tab with quirks, hero goals, and memories, and the cosmetics tab with palettes, weapon kits, and skins - locked ones refuse politely and put their unlock hint in the buffer.
The path seals - Wanderer plus the hero's unlocked paths - each read their own path's card in the buffer, so you can compare what you are giving up without previewing the seals one by one and memorizing the differences like some kind of sighted person.
The Stagecoach
The stagecoach button opens the coach configuration: stagecoach items and the livery cycler, which reads as "Stagecoach Livery" with the applied skin's name and speaks the new one after cycling.
The Vitrine
Z (or its button in the actions strip) opens the Infernal Flame Vitrine. It is a trophy case: flame cards and per-boss "N of M flames" tallies. Nothing in it activates; it exists to be admired, which the mod communicates by reading it as the completion tracker it is rather than a wall of dead buttons.
Embarking
Embark walks you through the run setup - the confession, the region, and the offered routes with their mutators, goals, and rewards. Values the game has not revealed yet read as unrevealed rather than pretending to be zero. Once you confirm, you are on the road; see The Road.