
Harvest Exit Plan is a first-person collect-a-thon set in an orchard the player has inherited from their grandparents. Fruit is picked up by hand at first, later with a grabber and a fruit vacuum; each tool can be upgraded for reach, speed, yield per grab and basket capacity, paid for from the proceeds of what was sold before. Six gardens open one after another, each with its own fruit type and an automated harvester that keeps collecting while the player is elsewhere. Collecting without pause builds a streak that raises the pace in stages and culminates in a Frenzy state. Clearing a quarter of a garden keeps it clear and pays a bonus for the rest of the run. Rare fruit variants, per-garden mastery goals and a records screen track how thoroughly a run was played. Emptying the orchard ends the first season rather than the game. Each following season runs faster than the last and opens card slots; cards dealt between seasons modify the next run, for example larger baskets, longer reach, more productive harvesters or cheaper upgrades.
Nico spent every childhood summer at his grandparents' orchard doing the same job: picking up fallen fruit. He hated it and never said so. Trudi and Klaus were so pleased to have the help that he told them it was the best part of his year, and they believed him. Years later the two are too old to keep the orchard, so they hand it to Nico, certain it is the kindest thing they have ever done. He thanks them without mentioning that they have just signed over several hectares of childhood trauma, and makes a plan: collect all the fruit, sell it, sell the orchard, never pick up an apple again. The plan holds for about twenty minutes. Somewhere between the first full basket, the first money earned and the first patch of grass with nothing left on it, Nico notices he is enjoying himself. Six gardens later the orchard is finally clear and he could sell it as intended. He does not.
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