Human Expenditure Program - Bloodmoney 2

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Human Expenditure Program - Bloodmoney 2 Makes You Responsible for a Life

Human Expenditure Program, also known as BloodMoney 2, is a clear example: on the surface, it looks like a normal care simulation game, but the more you play, the more you realize the haunting it leaves behind.

Developed by ShroomyChrist Studios, the game revolves around Harvey Harvington – a normal man who is placed in a strange “program”. Instead of raising virtual pets or cute cartoon characters, you will take care of Harvey himself, a flesh-and-blood human with his own memories and emotions.

Story & Setting

The entire game revolves around Harvey. There is no large world, no many side characters. It is just him and the program system. This makes your every action stand out more than ever.

The “program” is vague and deliberately not explained clearly. It might be a covert business venture, a scientific experiment, or just a metaphor for a society in which people are viewed as nothing more than resources. Instead of looking to the side plot for answers, this ambiguity compels the player to concentrate on their direct relationship with Harvey.

Mechanics and gameplay

The gameplay mechanics appear to be fairly straightforward. You could:

  • Basic care: talk to Harvey, feed him, and give him rest.
  • Mini-games & events: you occasionally have to participate in short challenges, deciding the outcome by speed or choice.
  • Memory system: Harvey never forgets. If you ignore, hurt, or force him, his subsequent reactions will change.
  • Multiple endings: at least two main endings, reflecting how you treated him.

It is this long-term memory that makes the game so heavy. Unlike many other simulation games, you cannot “undo” or reset Harvey’s emotions.

Themes & Messages

The game is not just for playing; it also raises many questions:

  • Labor exploitation: Harvey represents people in a system that treats them as expendable resources.
  • Control and surveillance: "The programme" is a reflection of the social structures that monitor and regulate individuals.
  • Personal accountability: You don't just watch; you actively decide their fate.

Conclusions and replay value

There are at least two possible outcomes in the game:

  • The "good" ending: if you're sympathetic and caring.
  • The "bad" ending: if Harvey is mistreated, taken advantage of, or injured.

But even the “good” ending isn’t exactly a relief, because participating in the program is already a form of complicity. This makes you want to replay to see all the different paths, and reflect more after each experience.

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