What is Human Expenditure Program?
Human Expenditure Program is the official sequel to the popular RPG/clicker game BloodMoney. This clicker mixes mechanics, narrative options, and short mini-marks. You manage the needs of Harvey, take moral decisions that shape the story, and can reach two different ends depending on your actions.

Core Hook:
- Casual clicker gameplay with RPG-style results
- Five short mini-games for diversity and rewards
- Two ends (moral branching)
- Darkness with resource management and narrative payment
How to Play - Quick Walkthrough
- Start the program - Launch the game and initialize Harvey's profile. The interface is simple: resource meters (hunger, mood, memory), a money counter, and an activity button.
- Feed, sports, and pets - click on food, toys, or conversations to increase the statistics of Harvey. Each action earns costs or money and affects its level of memory and trust.
- Mini-Game Unlock Rewards-When Harvey's mood or other meter threshold hits, five mini-marks are available. Play them to earn cash, items, or memory wipes.
- Create options - narrative prompts appear after some tasks. Your choice enhances the hidden moral scores determining the two ends you will see.
- Manage the result - Remember: You remember what you did. Harvey cannot be. Use a memory-wiping item or interaction to keep it unknown at the cost.
- Reach to the end - your cumulative decisions (Money vs. Ethics vs full memory management) decide who you eliminate to unlock.
Key Features for Highlighting
- Two endings - The story changes based on your decisions.
- Five mini-games, rewarding variations that affect resources.
- Dark comedic story - a satire about ownership, responsibility, and results.
- Resources and Memorial Management - Balancing Harvey's feelings and your bank balance.
- Replayability - wipe and mini-game encourage several runs.
Tips and Beginner Strategies
- Balance money and memory: Do not spend all earnings comfortably on memory wipes for demanding sports.
- Play mini-game early: They promote early cash and later unlock the required tools.
- See hidden meters: mood, hunger, and memory change. Small, consistent care is better than spikes.
- Experiment for the end: If you want both ends, try a "hire" run (maximum profit, minimum sympathy) and a "careful" run (focus on the good of harvest).