You're free to customize it. RAGS, unlike HTML, has scaling attributes, as RAGS is an application which uses .NET framework and libraries. All files are merely imported into it. HTML doesn't have draggable scaling by default as it doesn't have those application libraries. I can alter some boxes via css with not much of a hassle, but that's about it. You need to use javascript hacks for it to reach application levels, at which point, it would make more sense to make a new interface from the get-go, but its not worth anyone's time to maintain compatibility with the base code, since Bedlam's development cycle is whimsical, just judging by the fact that he uses RAGS at all. If there are useless tabs, you can hardcode them to 0 size with css files in the css folder. The HTML file uses standard css for its looks. (custom.css) The only thing not easily edited is color coding of the game text, as it has been written into the game.js file, although you can replace the color phrases gives you can tolerate working on a laggy text file. I don't know which parts are used, which not, as I can't know what Bedlam wants to do with them in the future or even now, in case there are events that need those parts of the UI. See for yourself. CSS files can be transferred over. Only the game's content code fundamentally changes. Anyway, elements are now vertically resizeable for better text reading via CSS. I won't be making a facelift for the UI though, since its bound to break on every new release and given how obscure the game is and the possibility of an official HTML port, not a good timesink.