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2026 Publisher Sale

[h3]Today kicks off the big 2 Left Thumbs Publisher Sale![/h3][h2]Explore the full event page to scope out loads of discounts, free games, bundles and more! [/h2][h2][/h2][p][/p]
Magenta Horizon is 50% off!
[h3]Read up on the new MAJOR content update: Call of Hubris[/h3][h3] [dynamiclink][/dynamiclink]Be sure to check the Bundle List for any additional discounts that may be available to you[/h3][p][/p][h2]NEW RELEASE[/h2][p]Yesterday saw the release of Underboard, a new team-based tactical roguelike autobattler![/p][p](The lead artist of which did the awesome custom art for this sale!)[/p][p] [dynamiclink][/dynamiclink][/p][h2]COMING SOON [/h2][p]4 more games have received official release dates! Each of which offers a public demo.[/p][p]Dice A Million - Dice-rolling Deckbuilder Roguelike - February 25th[/p][p][dynamiclink][/dynamiclink][/p][p]Crawling Angels - Physics-based Puzzle Horror - March 13th[/p][p][dynamiclink][/dynamiclink][/p][p]Wasteland Bites - Survival Horror Food Truck Manager - April 3rd[/p][p][dynamiclink][/dynamiclink][/p][p]Besmirch - Survival Horror Farming Sim - May 11th[/p][p][dynamiclink][/dynamiclink][/p][h2]WHAT ELSE?[/h2][p]There were too many announcements this year to include in store page post.[/p][p]Check out this news post with EVERYTHING related to this year's 2 Left Thumbs sale![/p][p][/p][h2]FOLLOW ALONG[/h2][p]Follow 2 Left Thumbs on social media to stay up-to-date on all the latest games and news. 👇[/p]

MAJOR FREE CONTENT UPDATE: Call of Hubris

[p]Hope you are doing well. [/p][p] When the game was initially fully released in December 2024, I thought I had done all I could as a developer. But then, as time went by, after I played multiple challenging games that ignited my competitive-creative spirit (looking at you, Silksong and Angeline Era), I just wanted to challenge myself. I wanted to make something that even I can't comfortably approach as a creator. I wanted to be on (or over) their level in terms of how I can push the limit of the set game mechanic to a comical degree. [/p][p] Difficulty is such an enchanting thing. For most people out there, it wouldn't be a comprehensible idea that I'm making an even harder challenge for a game that got even less than 1% of the players who finished the Ascended Reaper difficulty. But the thing is, like many cases, human greed is never-ending, and so is my willingness to develop things that I already called "finished". [/p][p]Besides, the important thing is that some people BEAT the game on Ascended Reaper because they loved the game so much. I believe this update would be a nice love letter for those people. [/p][p][/p]
\[New Content overview]
  • [p]Hubris challenge: additional challenges that you can opt into during the Ascended Reaper difficulty mode playthrough. [/p]
[p][/p][p][/p]
  • [p]Reworked bosses: 9 major bosses that got new patterns and AI behavior with the Hubris challenge modifier. By accepting the challenge at the beginning of the stage, you can face the reworked bosses. Here's a list of bosses that got revamped with this update. [/p]
    • [p]Stage 3-3 Boss [/p]
    • [p]Stage 4-2 Boss [/p]
    • [p]Stage 5-4 Boss [/p]
    • [p]Stage 7-3 Boss [/p]
    • [p]Stage 7-4 Boss [/p]
    • [p]Stage 8-3 Boss[/p]
    • [p]Stage 9-2 Boss[/p]
    • [p]Stage 10-3 Boss[/p]
    • [p]Stage 11-2 Boss[/p]
  • [p] Chamber of Hubris, and the last and final optional boss challenge[/p]
    • [p]To enter the Chamber of Hubris, you must beat the final boss and see the ending of the base game. [/p]
    • [p]The entrance portal will appear in the training ground. [/p]
    • [p]To face the optional boss, you have to beat all the hubris-modified bosses listed above. [/p]
[p][/p]
\[Patches]
  • [p]Background arts in 6-1 and 6-2 are updated with more details. [/p]
[p][/p][p] [/p]
  • [p]The boss of Stage 10-3 got a different color of projectiles.[/p]
  • [p]Changed the damage system of the player. From now on, when you are getting the DoT damage (via lava or poison clouds), you can get damaged by other types of attacks and get knocked out. (previously, it had a short invincibility time, which caused unintended attack misses from the enemies)[/p]
  • [p]Additional Achievements according to the new update. [/p]
[p][/p]

1.1.4 version quick fix patch note

  • [p]Fixed a bug where the death screen stays even after death. This bug was caused by the 1.1.3 version code change, but it should be fine by now. I was a bit too hasty on this. [/p]

1.1.3 version patch note

  • [p]You can now save money you earned in Horde Mode/Bossrush Mode by leaving to the mainmenu or dying. [/p]
  • [p]Fixed some minor bugs here and there. [/p]

1 year anniversary + Pre-major-update big patch 20251205

\[1 year anniversary]
[p][/p][p]The game was fully released last December 7th.[/p][p]In two days (or one, depending on your time zone), this game will officially turn one. [/p][p]Even though the number of players is small, thank you for standing by and helping to maintain the 90% very positive rating. It means a lot to me. [/p][p]I've got nothing else flowery to say about the anniversary, so let's get started.[/p][p][/p]
\[Changes on the "default" difficulty.]
[p]So, the conclusion I made after 1 year of experience is that, to put it bluntly; I expected too much from the players from the start. [/p][p]As much as I wanted to offer a game that doesn't hold back the punches even during the early game, it is true that only 30% or below people could ever beat the second stage out of all 30 stages. Those later stages aren't just there for the content bloat, mind you. It's something I genuinely wanted to show and share. It's doubly sadening because Act 1 - which is ironically freely available as a demo- has a lower than 10% clear rate on ANY difficulty, so I really had to do something about it. [/p][p]But do I want to pull out all the teeth from the tiger to make it a petting zoo animal? Absolutely not. The fundamental movement options, encounter designs - the combat identity of this game will stay there. But there will be some helping hands and minor balancing adjustments. [/p][h2][/h2][p][/p][p]- On Wraith and below, the checkpoint can be 'REUSED' to save your progression during the level. [/p][p]- Which means, for the people who are struggling, you can beat one arena and go back to the checkpoint to prevent the complete rollback of your progression.[/p][p]- However, to get the SSS rank, you shouldn't reuse the checkpoint. Otherwise, you will get a score penalty at the end. [/p][p]- One-time checkpoint system was criticized by both positive and negative reviews, so it became the first thing I decided to adjust a bit out of all the components. [/p][p]- My intention was to force a player to make a decision with the checkpoint activation, so that they feel more "pressured" by the level navigation. This kind of stressful situation is what I thought was an engaging element (like the checkpoint system in Viscerafest, for example), but my intention wasn't conveyed well to many players who wanted fast progressions expected from conventional action games.[/p][p]-So, the negotiation I made is that the checkpoint will be more lenient on the "intended" first playthrough, but you can have this limited checkpoint mechanic on the higher difficulties, so that your knowledge of the checkpoint locations will play a role in the checkpoint activation decision-making in the later playthroughs. And at that time, players would be more comfortable with the character control, so it won't come off as frustrating.[/p][h2][/h2][p]- Removed the backstep-anti-air pattern and adjusted the pattern telegraph lengths from the boss in 1-2 on Wraith and below difficulty. [/p][p]- Scratchpeckers and Nimbleshanks will get staggered in one hit with the fast attack.[/p][p]- Added the jump cancelling tutorial on 1-2. Because I figured it's important to teach it early on. Not many people found out that most of the action moves are cancellable.[/p][p]- Added Gretel's silhouette showcasing the rush movement (hold dash button) on the tutorial level.[/p][p]- Score reduction on the death count is more lenient now. You will have to die A LOT to get the D rank. The S rank requirement will stay there. [/p][p]- Score reduction on the set timer is also lenient now. The S rank requirement will stay there. [/p][p]- The difficulty descriptions were changed accordingly. [/p]
\[More QoL features]
[p]- Gretel's i-frame duration can be visually seen with the black shade animation when she dashes or jumps. [/p][p][/p][p]- The option menu is differently structured now. [/p][p]- You can now see the health and poise meters of enemies. You can also see the Hyperarmor/Juggle state of the enemies with the bar colour. You can turn off the bars in the gameplay options. [/p][p][/p][p]- Level Navigation Helper accessibility option will feature a stationary map on the levels with a complicated maze structure. It doesn't get featured if the level is linear or structure-wise simple.[/p][p]- \[Press Q/R1 to turn off] sentence will appear when you interact with Q/R1-interactable objects.[/p][p][/p][p]- You can skip the third/fourth intermission areas with the portals that only appear if you have entered the next level. [/p][p][/p]
\[Stay tuned for the future]
[p]So, for the old fans, you might be thinking I'm doing nothing but de-fanging the game to oblivion. [/p][p]First of all, the Reaper and Ascended Reaper clear rate is still around 1%. You're welcome. [/p][p]Secondly, this is all the groundwork for the upcoming contents, which will challenge you even if you have learned the game's ins and outs. [/p][p][/p][p]The Hubris beckons you. [/p][p][/p][p] [/p][p][/p]