Human Expenditure Program is a simulation game where the player takes the role of Eun-Mi, responsible for managing Harvey Harvington after his mind has been transferred into a digital framework. The structure is built around routine care tasks combined with moral decision-making. Each day, the player must decide how to allocate resources, when to interact with Harvey, and whether to preserve or remove his memories. These decisions create a branching path that leads to different outcomes.
Gameplay Systems
The player works through a cycle of daily activities. Feeding, petting, and keeping Harvey stable are basic requirements. At the same time, there are opportunities to engage in short minigames that affect Harvey’s condition and unlock fragments of story. Currency is earned by completing certain tasks, but limited funds mean the player cannot always choose the best option. The result is a balance between efficiency, care, and the consequences of neglect.
Core features of Human Expenditure Program include:
· daily care tasks such as feeding and basic interaction
· memory management, including the ability to preserve or erase recollections
· five minigames that influence Harvey’s emotional and physical state
· currency use to unlock food, items, or upgrades
· branching narrative paths with two possible endings
Together, these features create a cycle that merges routine simulation with moral weight, where every small choice accumulates across the run.
Story Progression
The story unfolds through consecutive days, each adding more complexity. Early stages focus on establishing routines, while later days introduce difficult choices about Harvey’s memories and the cost of survival. Unlockable fragments expand on Harvey’s past and reveal more about Eun-Mi’s responsibilities. Depending on how the player balances care with self-interest, the game reaches one of two possible endings, either reinforcing or breaking the bond between the characters.
Presentation and Interaction
Interaction is simple and accessible, using point-and-click mechanics for most actions. Visual design contrasts lighter presentation with darker subject matter, reinforcing the unsettling tone of the experience. Sound cues provide feedback about Harvey’s state, with subtle changes indicating shifts in mood or memory. These minimal tools are effective in making the player focus on the consequences of decisions rather than mechanical complexity.
Core Purpose
The purpose of Human Expenditure Program is to test how players approach responsibility in a system where choices carry ethical implications. The game emphasizes that success is not simply reaching an ending but recognizing how every action shapes Harvey’s fate. By combining routine care with decisions about memory and survival, the experience highlights the weight of empathy, neglect, and compromise in an environment designed to reflect human choices.