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Steam News17 July 202511mo ago

Onkleville Times #4

Hello! RasberryPi here! I have done some work on the DLC in the past week (or just work I haven't shared). And development is going great! Firstly, the difficulty system! I have created a difficulty system for the game.

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Full The Mountain And The Moron update

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Repeated intro

Hello! RasberryPi here!

What changed

0 fixes6 additions1 change0 removals
  • Gameplay
  • Store
addedI have created a difficulty system for the game. I am thinking about adding a endless run system, but that might come later on (there is a lot of balancing that I would have to do to make that work). Anyways, the difficulty system. There are 5 unique difficulty modifiers that are enabled every time you beat the game. They reset every time you close the game or whenever you feel like it (this is to force you to do them in either one sitting, or with small breaks, they are meant to be reset).
addedAdditionally, I have added Fame, a better version of score, doing things, especially risky earn Fame. You earn more fame at higher levels, but you cannot earn fame without wining for the first time!
addedI have been cooking up some new items, my goal for launch is 35, and eventually updating it to 50 (<--- this may not happen depending on what I have time for, only time will tell). I have added an active item system that is strange, but surprisingly fun. I always liked but disliked games like TBOI or Risk of Rain 2's active item system, it is cool and creates fun limits only being able to hold one item, but I tried that, and it just did not fit the faster pace this DLC is running with. I also tried binding each on to a unique key, but the game quickly felt like a MMO, with all of the keybindings. So in a discord call with some friends, I had the stupid idea of binding all of the active items to a single cool down and key, and it created this chaotic system that fit the game well. It makes using the active item feel like a risk in it's own right.
changedI will continue to update y'all on any new additions, so look out!
addedNow somethings that I would like to add, but may or may not!
addedI would love to add MULTIPLAYER to the main game, just because it would be fun. There would be a lot of jank, and I would have to redo the entire movement controller, but I don't mind. This would come after the DLC, but hey, leave me some feedback about that in the comments for this post, I would love to read that!

The Mountain And The Moron changes

addedI have created a difficulty system for the game. I am thinking about adding a endless run system, but that might come later on (there is a lot of balancing that I would have to do to make that work). Anyways, the difficulty system. There are 5 unique difficulty modifiers that are enabled every time you beat the game. They reset every time you close the game or whenever you feel like it (this is to force you to do them in either one sitting, or with small breaks, they are meant to be reset).
addedAdditionally, I have added Fame, a better version of score, doing things, especially risky earn Fame. You earn more fame at higher levels, but you cannot earn fame without wining for the first time!
addedI have been cooking up some new items, my goal for launch is 35, and eventually updating it to 50 (<--- this may not happen depending on what I have time for, only time will tell). I have added an active item system that is strange, but surprisingly fun. I always liked but disliked games like TBOI or Risk of Rain 2's active item system, it is cool and creates fun limits only being able to hold one item, but I tried that, and it just did not fit the faster pace this DLC is running with. I also tried binding each on to a unique key, but the game quickly felt like a MMO, with all of the keybindings. So in a discord call with some friends, I had the stupid idea of binding all of the active items to a single cool down and key, and it created this chaotic system that fit the game well. It makes using the active item feel like a risk in it's own right.
changedI will continue to update y'all on any new additions, so look out!
addedNow somethings that I would like to add, but may or may not!

I have done some work on the DLC in the past week (or just work I haven't shared). And development is going great!

Firstly, the difficulty system!

I have created a difficulty system for the game. I am thinking about adding a endless run system, but that might come later on (there is a lot of balancing that I would have to do to make that work). Anyways, the difficulty system. There are 5 unique difficulty modifiers that are enabled every time you beat the game. They reset every time you close the game or whenever you feel like it (this is to force you to do them in either one sitting, or with small breaks, they are meant to be reset).

Additionally, I have added Fame, a better version of score, doing things, especially risky earn Fame. You earn more fame at higher levels, but you cannot earn fame without wining for the first time!

This will hopefully be a good high score system, better then the existing score system.

But to talk about other things

I have been cooking up some new items, my goal for launch is 35, and eventually updating it to 50 (<--- this may not happen depending on what I have time for, only time will tell). I have added an active item system that is strange, but surprisingly fun. I always liked but disliked games like TBOI or Risk of Rain 2's active item system, it is cool and creates fun limits only being able to hold one item, but I tried that, and it just did not fit the faster pace this DLC is running with. I also tried binding each on to a unique key, but the game quickly felt like a MMO, with all of the keybindings. So in a discord call with some friends, I had the stupid idea of binding all of the active items to a single cool down and key, and it created this chaotic system that fit the game well. It makes using the active item feel like a risk in it's own right.

I will continue to update y'all on any new additions, so look out!

Now somethings that I would like to add, but may or may not!

Nothing here is set in stone, let alone something more solid then the gray matter that writes the code the game runs on. But anyways,

I would love to add MULTIPLAYER to the main game, just because it would be fun. There would be a lot of jank, and I would have to redo the entire movement controller, but I don't mind. This would come after the DLC, but hey, leave me some feedback about that in the comments for this post, I would love to read that!

Second thing I may not have the time for! skins! No, not mircotransactions, there will be no "Unlcepass". Instead something to reward players for reaching some goal, not achievements (there will be none for the DLC because steam still does not support DLC achievements VALVE), but like a crown if you beat the game, something small like that. I will try to add that, but we will see!

Some final words!

This DLC has been a blast to work on, and I am super excited to publish it!

So hey, go and wishlist the DLC! I know this is like the most cringe thing to say, but it really really helps, Steam is more likely to

Source

Steam News / 17 July 2025

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