Journal

Harvest: a simulation game of growth and decay 🌱

Harvest is a compact idle-simulation game that explores the dynamics of growth, resource management, and system equilibrium within a minimal interface. In ohter words: manage a set of plants that need to be watered, tended, and eventually harvested for profit.

Originally implemented in HTML and JavaScript and later prototyped in Rust (lol yes, I know) with an egui graphical front end, it models the life cycle of simple plants that must be watered, tended, and eventually harvested for profit. Despite its simplicity, the game applies fundamental design principles of simulation systems and incremental gameplay.

Harvest screenshot

At its core, Harvest maintains a discrete-time state machine that advances in fixed ticks:

  • Each tick updates plant parameters such as hydration, growth, and risk of infestation.
  • Players intervene by watering, purging, or harvesting, influencing the stochastic outcomes of plant survival and yield.
  • The state evolves deterministically except for random events, pest outbreaks and death, which introduce variability and replayability.
  • Economic elements overlay this biological model: fruits can be sold, upgrades purchased, and automation unlocked, creating feedback loops typical of incremental or “clicker” games. s

The game is available at nowhere because I haven’t released it yet. But I will, soon.