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Human Expenditure Program - Why the Human Expenditure Program Is the Most Disturbing Game You'll Ever Play

Patricia Garcia
#Human Expenditure Program

In the Human Expenditure Program, you don’t just play a game—you become complicit in a chilling psychological experiment that transforms routine caregiving into a haunting exploration of human commodification. This indie horror masterpiece strips away traditional gaming distractions to focus on one devastating question - what happens when a human being’s survival depends entirely on your whims, and every moment of neglect or kindness becomes permanently etched into their memory? As you manage Harvey Harvington’s basic needs through deceptively simple mechanics, the game’s sophisticated memory system ensures that your choices carry irreversible weight, creating an experience so unsettling that players report questioning their own moral compass long after the screen goes dark.

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The Human Expenditure Program is not a real government or corporate initiative. However, this haunting indie game has sparked intense debates about digital ethics and human commodification since its release. Developed by ShroomyChrist Studios, this psychological horror simulator forces players to confront uncomfortable questions about control, exploitation, and moral responsibility.

What makes this game so unsettling? You’re tasked with managing Harvey Harvington—not a pet, not a character, but a human being whose survival depends entirely on your choices. Every decision carries permanent weight through the game’s sophisticated memory system, creating an experience that feels disturbingly real.

The game’s impact extends far beyond its modest indie origins:

  • Psychological Horror Redefined: No jump scares or monsters—just the growing realization of your complicity in Harvey’s fate
  • Permanent Consequences: Harvey remembers every neglect, every kindness, every moment of cruelty
  • Multiple Endings: Your treatment of Harvey determines not just his survival, but the nature of his existence
  • Social Commentary: A powerful metaphor for how systems reduce humans to expendable resources

What starts as seemingly simple care mechanics—feeding, interacting, managing basic needs—quickly transforms into a moral minefield. The genius lies in its simplicity: by stripping away complex gameplay elements, the focus shifts entirely to the ethical weight of your actions.

Players report feeling genuinely disturbed by their own behavior, questioning why they continue playing even when causing Harvey distress. This psychological tension has made the Human Expenditure Program a cult phenomenon among indie gaming communities, proving that the most effective horror often comes from within.

Human Expenditure Program

Yet nothing prepared me for the weight of responsibility that Harvey Harvington would place on my shoulders. This isn’t your typical pet sim where cute animals bounce around colorful screens. Instead, we’re thrust into a sterile environment where every click carries moral weight.

The game’s premise seems simple enough at first glance. You’re tasked with caring for Harvey, an ordinary man caught in what the game calls a “program.” But as I discovered during my first playthrough, this simplicity masks a complex web of ethical dilemmas. Each interaction with Harvey - whether feeding him, talking to him, or making him participate in various activities - builds toward consequences that can’t be undone.

What struck me most was how the game subverts our expectations. We’re conditioned to treat game characters as resources to be managed or obstacles to overcome. Harvey refuses to be either. His voiced responses, delivered by actor Dexter Manning, create an uncomfortable intimacy. When I neglected his needs early in my first run, his quiet resignation haunted me for the rest of the session.

The “program” itself remains deliberately vague, functioning more as metaphor than concrete setting. This ambiguity forces us to project our own interpretations onto the scenario. Is Harvey part of a corporate experiment? A government study? Or does the program represent something broader about how society treats individuals as expendable resources?

Through multiple playthroughs, I’ve come to appreciate how Human Expenditure Program uses its confined setting as a strength rather than limitation. By focusing entirely on Harvey and our relationship with him, the game creates an intensity that sprawling open worlds often lack. Every moment matters because there’s nowhere else to look, nothing else to distract us from the weight of our choices.

How to Play Human Expenditure Program

The basic mechanics center around Harvey’s fundamental needs. You’ll feed him by selecting food items from a simple interface, monitor his rest cycles, and engage in brief conversations through dialogue prompts. These actions might seem mundane, but they form the foundation of a complex moral framework that emerges gradually.

Essential gameplay elements include:

  • Feeding System: Harvey requires regular meals to maintain his health and mood
  • Rest Management: Sleep cycles affect his responsiveness and overall wellbeing
  • Dialogue Interactions: Conversations reveal Harvey’s personality and mental state
  • Minigame Events: Timed challenges that test your reflexes and decision-making
  • Memory Tracking: Harvey remembers how you treat him across all interactions

I learned the hard way that rushing through actions diminishes the experience significantly. The game rewards thoughtful consideration over quick reflexes. When Harvey speaks, listen carefully. His words often hint at his emotional state and can guide your next actions.

The minigames deserve special attention because they break up the routine care activities with moments of higher stakes. These challenges range from simple timing exercises to more complex decision trees. Success or failure in these segments affects Harvey’s trust level and influences which story paths become available later.

One crucial aspect I wish I’d understood earlier: there’s no traditional save system that lets you undo mistakes. Harvey’s memory system ensures that every choice creates permanent narrative consequences. This design decision transforms casual interactions into weighty moral decisions.

Features of Human Expenditure Program

The features that define Human Expenditure Program work together to create an experience that lingers long after the final credits roll. Unlike traditional simulation games that pile on mechanics and systems, this title achieves its impact through careful restraint and purposeful design choices.

Core Interactive Systems:

The care mechanics form the game’s foundation, but they’re implemented with psychological weight that sets them apart from typical pet simulators. Feeding Harvey isn’t just about clicking a button - it’s about recognizing his humanity and responding to his needs.

The game tracks not just whether you feed him, but how quickly you respond to his hunger, what foods you choose, and whether you’re present during meals or distracted by other activities.

Voice acting elevates every interaction beyond simple text exchanges. Dexter Manning’s performance as Harvey creates genuine emotional connection through subtle vocal cues that reveal his mental state.

When Harvey thanks you for a meal, the warmth in his voice makes the interaction feel meaningful. When he responds to neglect with quiet resignation, that same voice becomes a mirror reflecting your choices back at you.

Memory and Consequence Architecture:

The memory system represents the game’s most innovative feature. Harvey doesn’t just remember major story beats - he recalls patterns of treatment, emotional moments, and even small kindnesses or cruelties. This creates a living relationship that evolves based on your consistent behavior rather than single dramatic choices.

I discovered this depth during my second playthrough when Harvey referenced a moment from early in the game where I’d taken extra time to talk with him during a difficult period.

That callback, delivered naturally in conversation weeks later, demonstrated how thoroughly the game tracks emotional context alongside mechanical actions.

Narrative Branching and Endings:

Multiple ending paths emerge organically from your treatment of Harvey rather than through explicit choice menus. The game features at least two major conclusions, with subtle variations that reflect the nuances of your relationship.

These endings avoid simple moral categorization - even positive outcomes carry undertones of unease that question the entire premise of the program.

Atmospheric Design Elements:

The visual presentation maintains deliberate simplicity that focuses attention on Harvey himself. Environments remain minimal and sterile, reinforcing the clinical nature of the program while ensuring nothing distracts from the central relationship.

Sound design emphasizes Harvey’s presence through ambient audio that makes his breathing, movements, and reactions feel immediate and real.

Thematic Integration:

Perhaps most importantly, every feature serves the game’s broader themes about exploitation, surveillance, and human dignity. The care systems become metaphors for how institutions treat individuals.

The memory mechanics represent the lasting impact of trauma and kindness. Even the simple graphics reinforce themes about reducing human complexity to manageable data points.

These features combine to create something unique in gaming - a simulation that simulates not just mechanics, but moral responsibility itself.

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