BLOODMONEY!

5/5

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Bloodmoney! begins without setup or context. You find yourself staring at a static scene: a man named Harvey sits across the table with a cardboard sign offering a dollar per click. That’s all you know at first. The game doesn’t explain what the money is for until you reach a small note about a surgery that requires $25,000. Clicking on Harvey brings in a dollar each time. His face responds with mild amusement, offering short, harmless dialogue. At first, the act of clicking seems functional—just a mechanic. But very soon, the game introduces a layer of discomfort, forcing the player to confront their own intentions. How far are you willing to go to complete a task that appears so simple?

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Bloodmoney! begins without setup or context. You find yourself staring at a static scene: a man named Harvey sits across the table with a cardboard sign offering a dollar per click. That’s all you know at first. The game doesn’t explain what the money is for until you reach a small note about a surgery that requires $25,000. Clicking on Harvey brings in a dollar each time. His face responds with mild amusement, offering short, harmless dialogue. At first, the act of clicking seems functional—just a mechanic. But very soon, the game introduces a layer of discomfort, forcing the player to confront their own intentions. How far are you willing to go to complete a task that appears so simple?

When Money Comes at a Price

As you continue, the game offers upgrades. But they aren’t mechanical or neutral—these are tools that affect Harvey’s body. A feather comes first, followed by a needle, then a hammer, scissors, fire, and finally, a gun. Each object increases the dollar amount per click, and each brings a visible reaction from Harvey. His mood changes. His responses become more withdrawn. The music, once calm, disappears the moment you start choosing violent tools. These aren’t upgrades to improve your performance—they are direct ethical choices that shift the entire experience from passive interaction to active responsibility. Bloodmoney! doesn’t stop you from making harmful decisions. It simply shows you what those decisions look like.

The available tools and their effects include:

·         Feather – minor bonus, no visible harm

·         Needle – adds pain, increases money

·         Hammer – causes injury and higher income

·         Scissors – sharp damage, fast progress

·         Match – burn marks and higher earnings

·         Gun – final option, ends the game at maximum payout

The Weight of Your Outcome

There are three distinct endings in Bloodmoney!, each tied to your level of aggression. If you refuse to harm Harvey and patiently reach the $25,000 goal, the game ends quietly. You drive away, and Harvey remains unharmed. If you use aggressive tools but never purchase the gun, the game lets you finish the task, but Harvey eventually takes legal action, and your character is imprisoned. The third ending—triggered by buying the gun—lets you shoot Harvey for $99,999. That ending includes a final twist: the operation was unnecessary. This message appears on a silent screen, with no reaction, no credits, just a lingering result of your decision. These three endings don’t offer a high score or medal. Instead, they serve as commentary on how you chose to reach your goal.