Thanks for the writeup! Hope to dig in some more this week and will be happy to report back! As a side question, why did you choose to make the "playing area" / grid small and the text space big? Most roguelikes do the opposite so curious about it!
The playing area is small to account for the heavy amount of vertical content, and to ensure cubes that fall actually get a chance to interact with the layer around them. Not to mention, we don't want height accumulation to be a slog.
The text space is large as the game features a heavy amount of text and reading compared to most roguelikes. The text in general is large, as again, there's a lot of reading and I would prefer to avoid eye strain. That said, you can change the font size in settings.
The game, ultimately, isn't exactly a roguelike, though it shares some aspects such as being text-based with heavy reliance on procedural generation. Permadeath is optional, you aren't crawling a dungeon, the genre is survival, and for the most part, the game runs in real-time.