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First and foremost, Mondrian Maker? More like Mondrian Makeover. Everyone's favorite level editor has been getting some fine-tooth comb improvements, from top to bottom. The menu and context buttons are now more in-line with the rest of the game's UI. Input text has been set to a higher minimum size for better legibility on Steam Deck. Everything interactive now properly displays the hand cursor. The RGB values have been darkened, making them more legible, and you can now click any number to bring up an entry box and type in a value! Last but not least, there are two new block shapes, Right Triangles and Quarter Circles. But there's more. So... so much more.

When you go to open a level, you'll now see a checkbox for “Speed Paint.” Opening a level with this checked will make your level open one block at a time. You can use this to record video of your level's creation and upload it to your YouTube, and then share it on the Community page's Videos tab! Combine this with playing your game in testing mode and our free-to-use, newly made “shorts ending” to make some instant content. You can download it in MP4 or MOV format off of GitHub.
Other changes include some asset reversion, other bug fixes, and a couple new levels on Steam Workshop. The full 1.6 update is still several months away, but Lifetime Pass owners can grab the current changes off the Beta Branch if you'd like to check out the Speedpaint Mode for yourself. Right click the game in your Steam library, go to Betas, and select “beta” in the dropdown menu. Note that since the new levels use the new block shapes, you will need to be running this latest beta in order to try them out, or they may look... weird. Or may crash the game entirely. No promises.

I will be honest with you: this update is actually coming at a cost, and has become a lot of work. There are many ways you can support this update, including buying the game for a friend, getting the whole Mondrian Series Bundle, or purchasing a t-shirt, hat, hoodie, or pair of socks from our merch store. But if you can't afford any of that, please leave us a review on Steam! Good or bad, we'd greatly appreciate the support either way.
Expect a beta update every 2-3 weeks until “The Last Exhibit” drops for real sometime late this Fall! Please send feedback on the Steam forums or join our Discord.
As always, thank you for playing, and see you at the next update!
- Danny
Guess what! Atlas Ablaze is now officially free to play!
I wanna thank every single person who has either bought this game or supported me through it's development. It didn't go unnoticed. Every nice comment, positive review, helpful critique, every time I caught onto it having an active player for days at a time, all of it meant so much to me.
When I first decided I wanted to use game development as a way to portray this story, my plan was to make it free to play. Some of the people in my life insisted I charge at least $5 for it so I could make a profit for all of the work I put in. I knew in the back of my mind that I wanted to be able to reach a wider audience though, and not everyone has the extra money to spend on video games. The thought of it never really left me, and after realizing that I broke even on the money that went into creating and promoting Atlas Ablaze, I knew this was something I really wanted to do.
This story isn't a cash grab for me, though I do believe in people being compensated for their work whenever possible. It's a love letter to countless people I've met in life and to my younger self. It's about knowing people, truly knowing people for everything they are, beyond the world's perception of them. I want to share it with more people, because it means more to me than I think anyone realizes.
My target audience for this game is mainly lgbt+ people who have autism or are somewhere else on the neurodivergent spectrum, specifically people with brainrot humor too. People outside of the target audience may still like it too, but I think those are the people who will appreciate it the most, especially seeing as these characters are ALL OVER THE PLACE so their conversations may be easier to follow if, for example, the player has ADHD. Bonus points if you were in high school during 2017 or some time close to that.
If you or anyone you know might like this game but you don't have a windows computer, there is a full playthrough on YouTube (Thank you, samussonic!!) though it's not fully up to date anymore. It's still a good video of the game, if anyone wants a way to read it without being able to play it.
Anyways, thank you again for all the support. I hope that that this game can be enjoyed by people who might need to hear some of what it has to say.
P.S. YES, I'm still doing all the announcement art in MS Paint. No, I never learned ro draw hands.
Love always, Wetsock <3

Hey everyone!
My Demon Kin just got a fresh update! 🎉
We’ve added several new scenes for you to dive into—hope you enjoy them!
Thanks for playing and supporting us. Stay tuned for the next updates.
It’s nearly 10 days since our full release.
In that time, we’ve been truly moved every day by your incredible support. Thanks to you, we reached #1 worldwide on Steam’s “New & Trending” and topped the Switch 2 download rankings. We’re deeply grateful.
We also have an update regarding the promised price adjustment.
After repeated confirmations with Steam Support, we were told that “even when transitioning from Early Access, no price change can be made within 30 days of launch.” We’re still negotiating, but progress has been difficult, and it’s possible we may have to maintain the current price for up to another 20 days. However, as soon as the application is approved, the change will be reflected immediately.
We feel truly sorry toward those of you who purchased early around launch, but we wanted to share this conclusion honestly.
This game has been built together with the community, from feedback on Discord during Early Access to wishlists from those eagerly awaiting release. That ongoing support is exactly what made this success possible.
Because of that, we want every decision about pricing and updates to be communicated in a way that feels fair to all of you. This announcement too was made in that spirit of honesty.
From the bottom of our hearts, thank you for the constant support you give us every day.
It Came From Above – Dev Blog - September 2025
Hey everyone,
We’ve hit a big milestone this month: all of our sprites for the main cast are now complete. Seeing the characters fully brought to life with expressions and poses has been a huge boost for the team, and it finally feels like the world of It Came From Above is taking shape in a tangible way.
Each sprite has gone through rounds of iteration to capture not just how the characters look, but also how they feel. From the confident energy of the protagonists to the quieter, more vulnerable sides of certain characters, every detail was polished so players can connect with them right from the start. These are the faces you’ll be spending hours with, and we wanted them to feel authentic and memorable.
On top of the art, we’ve also been working behind the scenes on gameplay systems. One of the highlights has been implementing our heartbeat Quick Time Event mechanic, a feature designed to build tension and make certain story moments feel more visceral. It’s already proving to be an exciting layer that sets our game apart and we can’t wait to see how players respond once the demo is out.
Looking ahead, our focus is shifting toward polishing the demo so that when we put it in your hands it represents the tone and experience we’re aiming for. The sprites being finished marks the end of a long chapter in development, and now it’s all about weaving them into the story and bringing those moments to life.
Priority List:1.) Sprites
2.) Backgrounds
3.) CGs
Sprites


Thank you for Junproject for these awesome sprites!



Backgrounds


I’ve completed a solid batch of backgrounds for the demo, focusing on atmosphere and making each space feel alive and true to the story. The environments are coming together nicely and already add so much depth alongside the finished sprites. There are still about ten more to go, but those will be the highlight of the next dev log once they’re ready to show. - Thanks to Aome Art.
Mechanics: 
One of the core features we’ve been building is the heartbeat Quick Time Event. It’s designed to put players directly into the tension of the moment, asking them to stay calm and keep their rhythm as the story unfolds. The mechanic works by having you time your inputs with the beat of an on-screen heart, either by clicking a button or pressing the spacebar. Miss the rhythm and the pressure builds, but stay steady and you’ll push through the scene.
CGs so far!


One of the core features I’ve been creating is the series of CGs that bring the story to life. I personally designed and illustrated these images, focusing on composition,
Final words for now:
I encourage you to share the game with friends and wishlist it! It would mean a lot to us.
Discord: https://discord.gg/yhT9YpM
Website: https://watashiworks.com