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Magenta Horizon - Neverending Harvest News

Publisher Sale (Jan 19-22nd) || Up to 75% OFF

[h2]3 YEARS[/h2]
A little over 3 years ago, I announced publicly that 2 Left Thumbs would be entering the indie game scene as a publisher, helping to bring Dead Estate to Steam! Never could I have guess what a smash hit that game would be.

Using that as a proper jumping off point, I worked hard to find promising new indies in need of some extra support. And as of today, there are 8 released titles in that catalog, with many more to come! It's my greatest privilege to be able to herald these great developers and their games, and to help them reach new audiences.



[h2]PUBLISHER SALE[/h2]
To celebrate this amazing milestone, the entire 2 Left Thumbs catalog is discounted! Several games are running their deepest ever discounts, while Picayune Dreams is running it's first ever sale!

If you want to REALLY show your support, the Micro-Publisher Mega-Supporter Bundle offers ALL these games together with an additional 25% off!!

https://store.steampowered.com/bundle/33000/MicroPublisher_MegaSupporter/

[h2]BUNDLES[/h2]
If everything together is a bit much, I understand. There are a variety of bundles being run during this sale, designed to group together games I predict will have overlapping audiences.

Every bundle is a "Complete the bundle" style, meaning even if you own 1+ of the games, you can still buy the bundle for an additional discount without re-purchasing the game(s) you already own!!

[h3]Shades of Purple Action Bundle[/h3]
Dead Estate + Magenta Horizon

https://store.steampowered.com/bundle/32852/Shades_of_Purple_Action_Bundle/

[h3]Interplanetary Action Roguelike Variety Pack[/h3]
Paper Planet + Picayune Dreams + Schism

https://store.steampowered.com/bundle/37136/Interplanetary_Action_Roguelike_Variety_Pack/

[h3]We Like Roguelikes[/h3]
Dead Estate + WizardChess + Paper Planet + Picayune Dreams + Schism

https://store.steampowered.com/bundle/34319/We_Like_Roguelikes/

[0.7.17 Version Content Updates + Patch Note]


[Control]
  • Input buffering (that triggers the animation after the end-lag of melee combo) will be applied to ranged attacks, pull attack and healing bomb.
  • Juggling will knock the enemies back less. It's much easier to do a juggling now.


[Balancing]
  • Decreased the cost of explosive fruit (110 -> 85)
  • Tightened the S rank time limit for 4-2.
  • Increased the enemy count in 1-1 Reaper and increased the S rank score threshold to 24000.
  • All the boss enemies won't give more than 5 seconds of healing time above the Wraith difficulty


[Enemies]
  • Moltillery patterns are upgraded to have even more anti-air attacks.
  • Fungalomp's death explosion will start with a brief hit-stop.
  • Revamped the Horrendous Beast's appearance, patterns, and the boss arena.
  • Patterns are slightly adjusted for a boss in 5-4. His stomp moves will be telegraphed better.
  • Upgraded texture works for Den Mother.
  • On Reaper difficulty, A new Act 3 enemy will appear in 5-3, 6-1, 6-2 and 7-1.


[Graphics]
  • Improved visual effects (including explosions, fires, dusts... etc)
  • The finale cutscenes are completed.
  • Removed the small gaps in the tile sets.
  • Upon the boss K.O, a new K.O sign will appear.

2023-12-24 Version 0.7.16 patch + Letter of thanks

[Players, You have my thanks.]

Before this year wraps up, I want to show my gratitude towards the audience.
This game isn't the most intuitive thing you will ever find in the market.
The tutorials are rough, the visuals and music are both noisy and the obstacles don’t wait for their turns and rush at you. It would have been an intimidating experience for most people.
Yet you guys bought the idea and some of you really loved it.
As a solo developer who wants to develop a game that I would enjoy the most, it's an amazing experience to know that there are plenty of people who share a similar fun-sensor.
This year marks a special year for me because of that. Thank you so much, and have a nice holiday.



[Upcoming Act 3.]

Act 3 development is still going on. If the flow of development goes on as I planned, the first half of Act 3 will be released around the early part of next year. Here's a little combat arena as a showcase. Trust me on this one, this level won't hold back punches.

[previewyoutube][/previewyoutube]


[Oh yeah, The patch note..]

This will be the last patch for this year. It only consists of nerfs and balancing. Not a good Christmas gift, I know... but it has to be done.

- All the time limits and total style requirements for all the stages have been adjusted (to be tighter) on Reaper difficulty.
- Melee-based attacks will give a reduced amount of style bonus as a baseline. (Except for the hook attack)
- The stinger-to-swirling-uppercut move (Grounded-Down-Heavy => Heavy combo) now has a slightly-delayed starting lag.

I'll see you next year.
Thank you very much, Vielen Dank, 감사합니다.

[0.7.15 Version Patch Note]

The holiday season is coming.... so here is some major stuff being updated before more people come in to play.
- On-landing charge attack is a default player moveset now. You can see the tooltip in 2-2.
- Fitting to the change, Descending Falcon has a different buff now. (Activates hyper armor and increases the damage of the non-fully-charged release)
- All the necklace descriptions are slightly edited to elaborate a tiny origin story(?) behind it.
- Subtitle function and option are included.
- Loading bars are implemented.
- Nightmare has a spoken dialogue now. (Please welcome the new voice actor John Whinfield!)
- Stage 2-2 is lightened up a bit.
- Updated the cutscene art for Act 2 except for the final cutscene.

[0.7.14 Version Patch Note]

Halloween is near, so I have some scary updates for you all.


  • Since "that CEO" is gone, I removed the splash screen joke as I promised.
  • The game used to have a strict set of normal damage and heavy damage from the enemy's side. From now on, each enemy's attack will have a set amount of damage multipliers. This was added for future balancing and conceptual consistency. (for example, there should be a damage difference between getting smacked by a lobster and getting crashed by a train.)
  • This also means, that some enemies will deal more damage and some enemies will deal less. But overall they will provide the same playstyle to beat them.
  • Buffed the health of bosses in 2-3 and 3-3.
  • Added more necklace inventory slots to provide more collectibles in the future. (There are no new necklace pieces yet!)
  • Completely removed the boss's post-attack delays in Still Alive and Wandering Soul difficulty modes.
  • Added the warning signal around the health bar which appears when the health is low.