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Title | BLOODMONEY! |
Developer | SHROOMYCHRIST |
Original Release | Aug 2, 2025 |
Status | Released |
Original Platform | Windows (downloadable game) |
Genre | Psychological Horror, Clicker |
Game Mode | Single-player |
Endings | 3 |
Play Time Average | Approximately 30 minutes |
Controls | Mouse: Select tools and click Harvey |
Added | Oct 9, 2026 |
A desperate medical bill turns a harmless-looking roadside encounter into something much darker. BLOODMONEY! is a psychological horror clicker game created by SHROOMYCHRIST, where you need $25,000 for a life-saving operation. Your opportunity comes from Harvey Harvington, a smiling stranger who offers you one dollar every time you click him. But earning the full amount that way takes thousands of clicks. As new tools become available, you face an uncomfortable choice: keep earning slowly or hurt Harvey to make money faster. Beneath its cheerful pastel artwork, the game explores greed, desperation, and the consequences of your decisions.
The game begins with Harvey standing at his roadside stall. Click him to receive money, then use your earnings to purchase tools that increase the value of each interaction.
BLOODMONEY! features three endings, making your choice of tools more important than your clicking speed alone.
The important distinction is that reaching $25,000 does not guarantee the same outcome every time. Your approach to earning that money determines how the story concludes.
PC:
Mobile: Tap: Interact with Harvey and select tools in compatible browser adaptations.
How much money do you need in BLOODMONEY!?
You need $25,000 to pay for the operation that motivates the game's story.
Can you get the Good Ending without using only your hands?
Yes. The Good Ending can still be reached using certain early tools. Purchasing scissors or progressing to more destructive options changes the available outcome.
Is BLOODMONEY! a traditional idle clicker?
No. Although earning money through repeated clicks is central to gameplay, the game is a short narrative experience with branching endings rather than an endless idle progression system.























