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Genre: Strategy

Harvested

RELEASED - Harvested Story Chapter 3!

Harvested Story Chapter 3 is now live! This update brings four new story missions, a new use of the Teleporter building, and massive balance changes. Learn about it below!

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New Missions


Chapter 2 concluded with a group of Multis coming to the rescue of the human survivors in a hopeless siege at Aurawatch Monastery. After some negotiations, the human survivors have decided to ally themselves with this group of Multis to fight back against the demon army.

Chapter 3, Mission 1 - East We March


This mission introduces "Portal Disablers," a building that can be placed to prevent demon portals from opening in a certain area. They can be upgraded to cover an even larger area. These buildings have been a part of the game since the start of early access, but they have not as of yet appeared in story missions.

Your goal here is to build and defend four waypoints along a mountain path to help refugees escape from Aurawatch Monastery down the mountain to a Multis city. You must place portal defenders and defenses along the way.

This mission also includes a few bonus objectives and hidden areas. Advanced players will learn how to use Teleporters to quickly travel between waypoints.



Chapter 3, Mission 2 - An Unlikely Alliance


This mission requires you to defend a Multis city. You will start out in a small force with a few allies and abundant resources. You must quickly build up defenses while continuing to expand the base to secure important resources.

If all four Multis buildings are destroyed, you lose.

This map is similar to Chapter 2 Mission 1 in size, set in a much smaller area with intense action.



Chapter 3, Mission 3 - The Way Is Blocked


As the pact between humans and some of the Multis attempt to cross the mountains to the desert, they are blocked by a large Multis base. The pact must break through quickly to continue their march to the ancient ruins!

This map is a pretty typical RTS offensive mission. You start out in a small base with a few heroes and buildings. You must protect your base from enemy attacks while you build up your forces.

During the day, you'll have to protect your front from hordes of Multis charging across the river into your base. At night, you will need to protect yourself on all sides as Demon portals open and attempt to destroy your camp! This is a good time to make use of the portal disablers introduced in Chapter 3, Mission 1!

Eventually, when you are strong enough, head across the enemy and destroy the base! The Multis base is defended by troops, turrets, and walls. Destroying it will be no easy task!



Chapter 3, Mission 4 - Something Far Older Than We Are


With their original plan to cross the mountain foiled, the pact has no choice but to mine through an old cave system to reach the desert.

This mission was one of the first ones we designed for the campaign and are very excited to finally have it in the game!

You find yourself in a small defensive base backed up against a mineable mountain. Resources, and expansion, is limited. The demons are aggressively hunting the pact and attacks will be extra challenging from the first night. Your only option is to slowly mine out, and retreat, into the cave system where you can build a more easily defended base.

The challenge here is to properly balance your construction - should you be focused on mining through the mountain as quickly as possible, and re-establish a base inside it, or do you want to reinforce the base you already have, holding out for as long as you can?

Be wary - a dark secret lies in the heart of the mountain!



New Feature - Teleporters As A Transport Network!


Teleporters can now be used to quickly travel across the map!

Previously, teleporters served as an important tool to help players escape from bad situations. When health was low, you are teleported back into your base.

Now, you can set teleporters to one of three colors. Walking up to a teleporter and right-clicking on it will teleport you to a teleporter of a matching color, if it exists.

This makes it possible for you to maintain larger bases, as well as split your forces and travel quickly across the map!


Balance Changes


We've taken a large, thorough, look at the costs of player structures and made many of them much cheaper! This makes the game much faster-paced. We've also reduced the cost of weapons from the armory, making a top-down shooter assault more viable for players who choose that strategy!

In addition to making many structures cheaper, we've also made some changes to how some of them function. You will now move much faster on roads. Portal disablers have a much larger radius of effect. Fountains now heal much faster.

Full Price Changes


Wall Upgrade: 50 wood -> 30 wood
Dirt Road: 10 wood -> 5 wood
Grass: 10 wood -> 5 wood
Dirt: 10 wood -> 5 wood
Flowers: 10 wood -> 5 wood
Stone Road: 25 wood 10 gold -> 10 wood 5 gold
Water: 100 wood 100 gold -> 50 wood 50 gold
Bonus Paths: 50 wood 25 gold -> 25 wood 25 gold
Small Light: 50 wood 5 gold -> 15 wood 5 gold
Large Light: 100 wood 10 gold -> 30 wood 10 gold
Tree: 50 wood 100 gold -> 50 wood 10 gold
Bush: 100 gold -> 25 wood 25 gold
Fish: 100 gold -> 25 wood 25 gold
Pulsers: 150 wood 25 gold -> 100 wood 20 gold
Hidden Spikes: 300 wood 20 gold -> 100 wood 20 gold
Fountain: 500 wood 500 gold -> 300 wood 200 gold
Armory Upgrade: 100 wood 600 gold -> 500 wood 500 gold
Assault Rifle: 150 gold for 75 ammo -> 100 gold for 100 ammo
Med kit: 300 gold -> 150 wood 150 gold
Sniper Rifle: 100 gold for 15 ammo -> 150 gold for 20 ammo
Shotgun: 100 gold for 15 ammo -> 150 gold for 20 ammo
Immobilize Turret: 500 wood 300 gold -> 300 wood 100 gold
Repair turret: 500 wood 300 gold -> 300 wood 100 gold
Turret upgrade: 500 wood 100 gold -> 400 wood 100 gold
Shelter: 500 wood 25 gold -> 400 wood 25 gold

What's Next?



The good news is we're already making great progress on story chapter 4, which adds three new story missions in a desert setting! We hope to have this released in the coming months. As always, let us know what you think below! And follow us for the latest updates on Harvested.

Full Patch Notes



  • Four new story missions
  • Teleporters can now be used to create a transit network across the map
  • Fountains now heal faster
  • Increased speed boost on paths
  • Increased effective radius of Portal Disablers
  • Buttons to change light color now have a proper icon
  • Stone can now be harvested more quickly
  • Fixed issue where all drops were appearing as pistols on load.
  • Fixed issue where resources were loading with the incorrect sprite.
  • Fixed issue where bush images did not change upon regrowing
  • Fixed issue where upgrade costs on the “upgrade” always reflected the cost of Tier 2 upgrades
  • Price changes:
  • Wall Upgrade: 50 wood -> 30 wood
  • Dirt Road: 10 wood -> 5 wood
  • Grass: 10 wood -> 5 wood
  • Dirt: 10 wood -> 5 wood
  • Flowers: 10 wood -> 5 wood
  • Stone Road: 25 wood 10 gold -> 10 wood 5 gold
  • Water: 100 wood 100 gold -> 50 wood 50 gold
  • Bonus Paths: 50 wood 25 gold -> 25 wood 25 gold
  • Small Light: 50 wood 5 gold -> 15 wood 5 gold
  • Large Light: 100 wood 10 gold -> 30 wood 10 gold
  • Tree: 50 wood 100 gold -> 50 wood 10 gold
  • Bush: 100 gold -> 25 wood 25 gold
  • Fish: 100 gold -> 25 wood 25 gold
  • Pulsers: 150 wood 25 gold -> 100 wood 20 gold
  • Hidden Spikes: 300 wood 20 gold -> 100 wood 20 gold
  • Fountain: 500 wood 500 gold -> 300 wood 200 gold
  • Armory Upgrade: 100 wood 600 gold -> 500 wood 500 gold
  • Assault Rifle: 150 gold for 75 ammo -> 100 gold for 100 ammo
  • Med kit: 300 gold -> 150 wood 150 gold
  • Sniper Rifle: 100 gold for 15 ammo -> 150 gold for 20 ammo
  • Shotgun: 100 gold for 15 ammo -> 150 gold for 20 ammo
  • Immobilize Turret: 500 wood 300 gold -> 300 wood 100 gold
  • Repair turret: 500 wood 300 gold -> 300 wood 100 gold
  • Turret upgrade: 500 wood 100 gold -> 400 wood 100 gold
  • Shelter: 500 wood 25 gold -> 400 wood 25 gold

Harvested Story Chapter 3 (Part 2)

Hello! As we wrap up the Harvested Story Chapter 3 update we wanted to share with you a bit more about what is coming with it!

Previously we shared information on the first two missions in the update - you can read about them here. This article will cover the 3rd and 4th mission, as well as some other changes coming with the update.

Chapter 3, Mission 3 - The Way Is Blocked


As the pact between humans and some of the Multis attempt to cross the mountains to the desert, they are blocked by a large Multis base. The pact must break through quickly to continue their march to the ancient ruins!

This map is a pretty typical RTS offensive mission. You start out in a small base with a few heroes and buildings. You must protect your base from enemy attacks while you build up your forces.

During the day, you'll have to protect your front from hordes of Multis charging across the river into your base. At night, you will need to protect yourself on all sides as Demon portals open and attempt to destroy your camp! This is a good time to make use of the portal disablers introduced in Chapter 3, Mission 1!

Eventually, when you are strong enough, head across the enemy and destroy the base! The Multis base is defended by troops, turrets, and walls. Destroying it will be no easy task!



Chapter 3, Mission 4 - Something Far Older Than We Are


With their original plan to cross the mountain foiled, the pact has no choice but to mine through an old cave system to reach the desert.

This mission was one of the first ones we designed for the campaign and are very excited to finally have it in the game!

You find yourself in a small defensive base backed up against a mineable mountain. Resources, and expansion, is limited. The demons are aggressively hunting the pact and attacks will be extra challenging from the first night. Your only option is to slowly mine out, and retreat, into the cave system where you can build a more easily defended base.

The challenge here is to properly balance your construction - should you be focused on mining through the mountain as quickly as possible, and re-establish a base inside it, or do you want to reinforce the base you already have, holding out for as long as you can?

Be wary - a dark secret lies in the heart of the mountain!



New Feature - Teleporters As A Transport Network!


Teleporters can now be used to quickly travel across the map!

Previously, teleporters served as an important tool to help players escape from bad situations. When health was low, you are teleported back into your base.

Now, you can set teleporters to one of three colors. Walking up to a teleporter and right-clicking on it will teleport you to a teleporter of a matching color, if it exists.

This makes it possible for you to maintain larger bases, as well as split your forces and travel quickly across the map!


Balance Changes


We've taken a large, thorough, look at the costs of player structures and made many of them much cheaper! This makes the game much faster-paced. We've also reduced the cost of weapons from the armory, making a top-down shooter assault more viable for players who choose that strategy!

In addition to making many structures cheaper, we've also made some changes to how some of them function. You will now move much faster on roads. Portal disablers have a much larger radius of effect. Fountains now heal much faster.

We will be providing deeper details on these balance changes in our official update release!

Coming Soon...


We expect to launch this update in the coming week! We're also pretty far along in Chapter 4 and expect to release that before the year is over.

Please follow Harvested on Steam for more updates! And, as always, we appreciate all the feedback you give us!

Release 1.0.13.3 - Bug Fixes!

Hello everyone!

As we run through some final testing in the four new missions that are coming with Chapter 3 we decided to release a small patch ahead of time that addresses some reported issues in the save/load system. Stay tuned for news on Chapter 3! It's almost ready!

The list of changes are:

  • Fixed issue where some location-based triggers would fire a second time when loading a game
  • Fixed an issue where stationary enemies were no longer stationary on a loaded game
  • Fixed an issue where fish nodes would sometimes load harvested when they were not harvested in the save.
  • Fixed an issue where objectives were not able to be completed in a loaded game
  • Fixed an issue where heroes other than Blackwalsh would not load into the correct spot
  • Fixed an issue where Optional Objectives mission text would load incorrectly

Harvested Story Chapter 3

Hello everyone! Hope you're all doing well in these crazy times. Today we'd like to announce the next major update to Harvested, which brings 10 hours of new content across four challenging story missions!

The four missions in chapter one were primarily a tutorial of basic mechanics. Chapter 2 was much more challenging, but still focused heavily on teaching new mechanics. By the time you reach Chapter 3 you should be comfortable enough with the basic game mechanics to take on much greater challenges! New mechanics will continue to be taught, but these mechanics are intended for more advanced gameplay.

Chapter 2 concluded with a group of Multis coming to the rescue of the human survivors in a hopeless siege at Aurawatch Monastery. After some negotiations, the human survivors have decided to ally themselves with this group of Multis to fight back against the demon army.

Chapter 3, Mission 1 - East We March


This mission introduces "Portal Disablers," a building that can be placed to prevent demon portals from opening in a certain area. They can be upgraded to cover an even larger area. These buildings have been a part of the game since the start of early access, but they have not as of yet appeared in story missions.

Your goal here is to build and defend four waypoints along a mountain path to help refugees escape from Aurawatch Monastery down the mountain to a Multis city. You must place portal defenders and defenses along the way.

This mission also includes a few bonus objectives and hidden areas. Advanced players will learn how to use Teleporters to quickly travel between waypoints.



Chapter 3, Mission 2 - An Unlikely Alliance


This mission requires you to defend a Multis city. You will start out in a small force with a few allies and abundant resources. You must quickly build up defenses while continuing to expand the base to secure important resources.

If all four Multis buildings are destroyed, you lose.

This map is similar to Chapter 2 Mission 1 in size, set in a much smaller area with intense action.



Coming Soon...


Please follow us on Steam to learn more about this challenging update and other Harvested releases! As always, let us know what you think in the comments! We love to hear from you!

The Defensive Update

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New Buildings


Repair Turret: Repairs adjacent buildings over time



Spike trap: Hidden traps that do high amounts of damage to enemies who run into them



Healing Pulser: Wall-mounted building that heals nearby units



Defense Boost Path: Halves damage taken by units standing on it



Health Regeneration Path: Increases health regeneration rate of units standing on it



Improved building upgrades


Fountains can now be upgraded to increase healing radius and rate



Teleporters can now be upgraded to increase recharge rate



Updates to AI


Multis AI has been improved. They will now spawn more evenly across the map.

This concludes our first three-part content update. Our roadmap from here:
Story Chapter 3
Content Update 2
Story Chapter 4
Content Update 3
Story Chapter 5 & Full Release

Enjoy and, as always, let us know what you think in the comments!

The Offensive Update

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Our newest Harvested update brings the first set of new buildings since our launch into Early Access! Additionally, this brings some exciting changes to our existing buildings.

New Buildings


Searchlight: Searchlights focus on nearby enemies, making them easier for the player to spot



Damage Boost Path: This new tile provides a damage boost to human units (Player and NPCs) standing on top of it



Forge: The forge provides four upgrades to all human units (Player and NPCS):



The forge provides four upgrades to all human units:

  • Damage boost: Increases damage output
  • Hitpoint boost: Increases hitpoints
  • Movement speed boost: Increases movement speed
  • Regeneration boost: Increases health regeneration rate


Improved building upgrades
Upgraded barracks now have a turret on the top



Upgraded shelters now have pulsers



Additionally:

  • Upgraded walls with puslers do more damage
  • Adjustment to armory: Now the armory must be upgraded to access all items. Each time it is upgraded, the cost of each individual purchase is decreased


This serves as part two of three of our first feature update! Part three will bring some additional defensive features. Then it's on to Chapter 3 of the story.

Enjoy and, as always, let us know what you think!

Now Live: Feature Update 1, Part 1 - Improvements To Resource Hubs

Before Harvested entered early access we announced that we would be releasing a major update roughly once every month or two. These major updates would alternate between content (such as new story chapters) and features (such as new buildings, or improvements to game systems.)

For the sake of releasing things fast and frequently, we chose to split our first feature update into three parts. The first of which is already live. This update brings some improvements to automated resource gathering. Parts two and three will deal with defensive and offensive structures.

Resource Hubs
Some resource hubs (specifically, mining camps, lumber camps, and wharfs) can now be upgraded to level three.

In addition to slightly increasing the replenish rate of surrounding resources, these tier-three buildings generate a small amount of resources over time. This is particularly helpful for end-game on maps that have limited resource availability. It also introduces the first sustainable source of gold.

Tier three resource hubs contain beautiful new marble artwork.

Farms
Farms now take up one tile rather than 9. Their cost to build, as well as resource yield, has been adjusted accordingly. We've found this adjustment to provide a much better user experience than the old 3x3 farms.

Additionally, we've made it easier to figure out which farms are ready to be harvested. Fully-grown farms will now emit particles every five seconds.

These farms have a new grapevine-style sprite that is better suited for single-tile farms.

This is a small update with a big impact on gameplay. We hope you appreciate our decision to split this update into three parts. Stay tuned for details on the offensive and defensive parts. We have some really exciting new things coming :)



Patch Notes
-New tier three resource hubs
--Exist for mining camps, lumber camps, and wharfs
--More quickly replenish nearby resources, provide small automatic resource income over time
-Adjustments to farms
--Now single tile instead of 9 tiles
--Cost and yield adjusted accordingly
--New particle emitters make it easy to identify which farms are ready to be harvested.

Story Chapter 2 - Out Now!

We're thrilled to announce the release of chapter 2! These four missions take you into the snowy mountains north of Roanoke. The first mission is a tower-defense inspired escort mission. The second mission is a typical RTS assault on a fortress. The third mission requires you to attack a series of small camps. The fourth mission is a massive defensive battle.

These missions continue to teach the player the mechanics of the game, but offer much more strategic depth than Chapter 1. This is the heart of Harvested. As we balanced these missions we realized we had successfully built the game we set out to build six years ago. We hope you are as delighted by that as we are.

Patch Notes - 1.0.10.02

  • Released Chapter 2, featuring 4 new missions
  • Workers level up more quickly
  • The player can now command heroes to follow them or stand guard in the same way they command soldiers
  • Upgraded soldiers are much stronger
  • Demon explosive projectiles can no longer be shot down
  • Fixed bug where farmers wouldn’t always gather when a farm was ready to be harvested
  • Make heroes regenerate health more quickly
  • Fixed bugs with fishing nodes not loading correctly
  • Fixed bug where all soldiers would attempt to follow the player upon spawning, regardless of their battalion’s stance
  • Fixed crash that would occur if the game tried to play dialog for a dead hero




Patch Notes 1.0.10.1

This update brings improvements to NPC AI, Multis spawn rates, player soldiers, and bug fixes!


  • Player soldier targeting has been updated to use the same system enemies already use - this ensures they target enemies, turrets, and spawners before they target walls.
  • Assault rifle soldiers now shoot much faster
  • NPC workers take much more XP to level up
  • Rebanaced Multis spawn rates
  • Made massive optimization for miner target selection
  • Fixed issue where upgraded resource hubs and barracks would show an incorrect cost for workers.
  • Fixed issue where NPCs could fall out of the state machine and be caught gathering infinitely, incapable of even dying. The reaper has been re-empowered.
  • Fixed lighting issue where mushroom lights remained static after surrounding rocks were destroyed.
  • Fixed issue where upgrading resource hubs would clear the worker recruitment queue.
  • Fixed issue where NPC workers and soldiers would sometimes walk through solid objects

Patch Notes 1.0.10.0

The latest changes are now live! We're wrapping up our balancing of Chapter 2, but in the mean time, don't forget you have plenty of Survival maps to enjoy!


  • Enemy NPC pathfinding has been improved for tight corridors.
  • Workers now consider a resources distance from both the worker and the resource hub while deciding a target.
  • Reduced Multis spawn rates.
  • Day-night cycle visuals have been improved. Rather than a linear gradient, there are several hours of light, several hours of dark, and the hours between transition between the extremes.
  • Fixed issue where the presence of stationary multis units would lessen attack sizes.
  • Hovering over the clock now shows the day number
  • Improvements to NPC resource target selection.
  • Lumberjacks now weight normal vs. thick trees evenly, rather than only cutting down thick trees if no normal trees exist.
  • Selection algorithm now weighs distance from the worker twice as heavily as distance from the resource hub.
  • Fixed a memory leak related to target selection.
  • Fixed bug where NPCs could walk off-screen to get to resources
  • Flashlight-equipt characters (including the player) now have a circle of light around them. This makes it much easier to see.
  • Fixed purchase emitters showing gold icons for wood costs and wood icons for gold costs.
  • Fixed crash that would occur if the player attempted to save while purchase emitters were on screen.
  • Fixed bug where workers would not free resources that were being harvested when sent to the garrison.
  • Fixed bug where upgraded structures would produce two units at a time.
  • Fixed bug where upgraded structures would not show associated units in the infobox until a new unit spawned.
  • Fixed a bug where the recruitment buttons would disappear from a structure if it was open while the upgrade completed.