No screenshot last week, so here's a bit of a mini-update on a few things worked on lately!

The Objectives UI has more functionality to it now with proper sorting and ordering of objectives. In general this is intentionally a pretty subdued part of the game - objective are seen more as a broad overview of things for you to do, rather than detailed step-by-step instructions.
To be clear, multi-step and branching objectives are very much a thing, but they aim to be a bit more opaque and feel more like "someone is asking you to do X" than "here are the game mechanics you need to use". In other words, very much Deus Ex 1 in design philosophy!

The dialogue UI has been refined a bit, now less obtrusive and scaling much better to any number or length of replies. It's been important from day one to make sure dialogue is scalable - sometimes you might just have a single reply, but sometimes a dozen or more! By making sure the UI allows for both numerous and lengthy replies, it makes it easy to have dialogue very varied in how in-depth it is from moment to moment.
Also new is unique colors and icons for options already picked, and options exiting out of dialogue completely. This is as far as it goes - any more information conveyed would ruin the immersion aspect of dialogue - but it does serve as a good reminder of things you have already brought up.
The red "exit" style is only used when you are clearly exiting out of dialogue without making a specific choice. For instance, in this dialogue:

Technically all three options exit out of the dialogue once spoken, but since they are all choices that change the outcome, they are treated as any other dialogue option. Again the larger goal here is to make dialogue feel as organic as possible - you are encouraged to read and consider all replies in their current context rather than treat it as as a tree of optimal choices.

Subtitles also have a small change, specifically leaving out the source of a spoken line. Previously you might see lines prefaced with Alder:
or Vincent:
or Sienna:
and so on, with the name of the character speaking inline. This makes less sense in the game's presentation, since you don't necessarily know the name of a character speaking.
Note that for accessibility reasons, there will be a way to turn this on manually - so that if you can't tell characters apart by voice, the text cues remain.
On a final note, the size of text and UI elements is also scalable, so all this can be made larger or smaller as needed!