Bring back twelve strands. Do not ask what they are made of.
Harvest Game is a short visual fiction told through full-screen field, harvester, inspection, and factory images. Wake at the thread fields, bring twelve strands to the Threadsmen, and learn what the inspection was actually counting.
Every morning, harvesters walk the green thread fields and return with twelve pale strands. The Threadsmen call it work. Nobody calls it voluntary.
The inspection does not measure weight alone. It tests the tension of a strand and whether it answers when pulled. That is how the Threadsmen decide what a person is full of.
You wake wearing a name that has been removed from your robe and a daily count that cannot be missed.
Mara’s thread started humming at night. She was told that was lucky.
Tal says the Threadsmen do not count what you carry in. They count what answers when they pull.
A precise, gentle official who knows what is inside every worker before they do.
Use the numbered choices or tap a choice. Harvest three rows to reach twelve strands, then return to the inspection house. The thread count is the only persistent on-screen status; the rest of the screen belongs to the scene.
The other harvesters offer the small human warnings that make the day feel less empty. Their conversation changes what the player learns, not the required count.
Choices shape what you learn and what you carry into the last scene. The inspection is a ritual with a fixed conclusion.
| Input | Action |
|---|---|
| 1–4 | Choose the matching response |
| Tap / click | Choose a response |
| Any screen | Responsive mobile and desktop layout |