I'm not talking about content, how little or how much. The navigation system is HORRID. Who ever thought this was cool needs their heads examined.
We have been through this before - but let me enlighten you again:
This is based on QSP which is both a language and the QSP player's abilities. Rapid development by direct connection of commands and the player's abilities is somewhat special - that includes the navigation. Sticking to the 'regular' QSP way of navigation via the 'action' frame was and is always the first choice when creating a new project as it means the least amount of special code (which equals better code maintenance which means less bugs/faster bugfix etc).
Since this is not a VN but a proper game world with many locations i had to solve that code part first to ensure that locations could rapidly be added/changed/moved and so on to ensure expandability for a long time to come. That also required sticking to 'standard' navigation first. As others already pointed out before you (and also in a more mannered way) that another way of navigation would be nice I already added a second way of navigation - that version has just not been published yet as i wanted to finish another part of the story and event lines first.
Worst of all is that most of those who comment on the navigation are simply not aware of the numerical keys used to navigate. QSP always provided that as an inbuild feature thus it was and will always be a first choice for a dev. 1-9 execute the actions in their respective order (this can also be set to be visible via the player setting). That means rapidly navigating around by only using the keyboard OR the mouse OR a combination of both of them. Actually the utmost flexibility for whatever a user prefers without causing massive code headaches for the Dev.
P.S. I attached a preliminary version of the added one-click top-naviagtion to this
post some time ago. You might want to download that and reevaluate