
Human Expenditure Program (BloodMoney 2)
Human Expenditure Program, also known as BloodMoney 2, is a compact psychological horror and visual novel created by the indie developer SHROOMYCHRIST. The game asks you to run a small desktop style program where Harvey Harvington depends on your attention. You feed him, talk to him, and play simple activities that keep his needs in balance. The pleasant surface hides a story about responsibility, memory, and the cost of turning care into a routine.
Core idea
You do not play a hero who explores a large map. You manage a person who lives inside a tidy interface. Time moves in short days. Each day invites a few cycles of care and a few chances to chase small rewards. The loop feels approachable at first. After a while you notice that every efficient choice raises an uneasy question. Are you helping Harvey or are you optimizing him
What is new compared with the first game
The first BloodMoney used a direct story about money and pain. The sequel keeps the focus on Harvey but moves the control to your hands. You do not only witness harm. You gatekeep comfort and progress. The sequel is smaller in scale and stronger in intimacy. It relies on your decisions inside a schedule rather than on long narrative branches. The shift in format turns moral tension into the main mechanic.
How the loop works
You watch a few basic meters that track needs and mood. You decide when to offer food, when to interact, and when to open short minigames. The minigames provide small boosts or resources. They are quick to learn and quick to repeat. The day ends before you can do everything. Careful timing matters more than raw skill. The design rewards steady attention and it punishes neglect. The more fluent you become the more the story asks you to examine your motives.
Minigames at a glance
- Pattern or memory challenges that ask you to notice and respond with speed
- Reflex based activities that feel like a small arcade cabinet on your desktop
- Endurance style score chases that tempt you to grind for a little more safety
One activity called Save Harvey receives special attention from players. Many treat it as an idea that frames the themes rather than a secret route to a perfect ending. It still influences how you feel about the loop and it still matters for pacing.
Endings and tone
The game offers two endings. Neither behaves like a clean rescue. The result is not cruelty for its own sake. The design refuses to let optimization feel like redemption. The strongest moments arrive when Harvey speaks and you realize how your routine maps onto his life. The writing and voice performance move between soft humor and raw hurt. The tone aims for lingering discomfort instead of sudden shocks.
Presentation and performance
The interface is crisp and readable. The world sits inside windows and buttons that resemble everyday tools on a computer. This choice removes distance. You are not visiting a separate place. You are running a process. Harvey’s voice carries much of the emotional weight. Small lines land with surprising force because they arrive in the middle of ordinary management tasks.
Accessibility and session length
The game includes subtitles. It also carries a warning about flashing lights. Sessions are brief which supports one sitting play. The subject matter can be heavy so breaks are a good idea even in a short run.
Availability and platform
The release targets Windows through a small downloadable build. The model is pay what you want which lowers the barrier to entry and invites voluntary support. Community browser versions may appear in various places. Those versions are third party and can behave differently so the original download gives the most reliable experience.
Tips for a first run
- Plan a single burst of minigames between two rounds of care
- Watch for small audio and visual cues that warn about mood or hunger
- Treat Save Harvey as commentary and as practice rather than as a hidden key
- Keep separate saves if you want to compare priorities without replaying everything
Why it resonates
Many games ask you to fill bars. This game asks why you want to fill them. Human Expenditure Program converts compassion into a workflow and then asks whether that conversion changes the meaning of compassion. The result feels intimate and unsettling. Harvey is not a bundle of stats. He is a person who depends on choices that look like routine. The horror arrives when routine starts to feel natural.
Quick facts
- Title Human Expenditure Program also known as BloodMoney 2
- Creator SHROOMYCHRIST
- Format visual novel mixed with virtual pet mechanics
- Platform Windows download with a pay what you want model
- Focus short sessions moral choices two story endings
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