
The invitation
Harvey introduces himself and welcomes the player to his booth. The counter begins at zero and the tone is deliberately warm.
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A played version, documented in-game
LoveMoney begins at Harvey Harvington’s booth: a smiling host, a $0 counter, and a simple invitation to start clicking. Its pastel presentation makes the first phase feel inviting, even as each shop purchase asks the player to decide what Harvey will be made to sell next.
Based on a hands-on play session. Screenshots captured in-game.
The first phase is structured around the shop. Items arrive in a rising price ladder, and buying through that first set is what opens the next stage. In this run, the balance has reached $5,730 and the shop already shows higher-priced options while Harvey’s expression no longer matches the relaxed welcome from the opening screen. Phase two is not the ending: the overall target remains $25,000.
That gives LoveMoney a different focus from BloodMoney. In BloodMoney, the player hurts Harvey to make money. In LoveMoney, the player follows a purchase path that turns Harvey’s desire into something sold for money. It can be read as an irony in the title: love is drawn into a marketplace, and the player’s pursuit of money makes Harvey’s intimacy increasingly transactional. That is an interpretation from the played route, not a confirmed author statement.
What we played
These screenshots document the invitation at the start and the visible change during the first shop phase.

Harvey introduces himself and welcomes the player to his booth. The counter begins at zero and the tone is deliberately warm.

At $5,730, the item row has expanded into a visible escalation. Completing this first group of purchases is what opens phase two.
| Opening | Harvey Harvington welcomes the player to his booth |
|---|---|
| First phase | Earn money and complete the initial shop item set |
| Phase change | Buying all first-phase items opens phase two |
| Final target | Continue earning until $25,000 |
| Theme | The player turns Harvey’s desire into a purchase path for money |
| Content note | The second phase moves into mature themes |
In the played route, completing the first group of shop purchases moved the game into phase two.
Yes. Phase two changes the route, but the overall objective remains earning $25,000.
In BloodMoney, the player hurts Harvey to make money. In LoveMoney, the player’s purchases push Harvey toward selling desire for money.
The second phase moves into mature themes, so it is not recommended for children.