Please do not tell me the engine requires to use the actual resolutions. Borderless windowed fullscreen is the way to go. Your current build scales regularly. Meaning, I can resize the window however I like and the game inside responds correctly.
If the build would not resist removing the title bar, it would already have fullscreen (for me). Actually, now that I tried it again, it works. I can remove the title bar with short-cut, but not with my little menu for the same action. Odd. I can activate it with menu, but not deactive it with it.
I have third party tool to use Windows' ability to toggle title bar. The option is there, but there is no button for it. Probably, because you lose the buttons along with the title bar, so you could not re-activate it. So normally I maximize and then remove title bar. There are many indie games without working fullscreen... ;-)
Options for different relavtive text size would be nice of course.
And yeah, I figured out the mouse selecting. Wich looks funny, if both options are highlighted.
The first continue button with the short control scheme must be selected with mouse.
And I have not figured out, if the blue markers are intentionally inconsistent or not. Could be like easter egg hunting. Or not. What I mean, some activateables and doors have blue sign, some do not.