Currently, graphics is done with SDL. Use the ndless-sdl crate to do so. You'll first need to initialize the screen at the beginning of your main function:

use ndless_sdl::{SurfaceFlag, VideoFlag};
ndless_sdl::init(&[ndless_sdl::InitFlag::Video]);
let screen = ndless_sdl::video::set_video_mode(
    320,
    240,
    16,
    &[SurfaceFlag::SWSurface],
    &[VideoFlag::NoFrame],
)
.expect("failed to set video mode");

Then, at the end, stop it:

ndless_sdl::quit();

Now, you can draw on the screen with the screen variable, which is a Surface. Typically, you'll want to use fill_rect to draw rectangles, draw_str to draw low-res text, and blit_rect to draw images loaded by the image module. When you're ready to display to the screen, call screen.flip(). For a basic example, see hello-world-sdl. For a more advanced example loading a real font, see hello-world-text. For a real program using fonts and images, see n-flashcards.