
Harvested
A micro-budget RTS-shooter hybrid with a genuinely interesting premise that community bugs and thin polish keep from delivering on its own ambitions. Approach with calibrated expectations.
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About Harvested
My spreadsheet instincts told me to be skeptical the moment I saw the genre pitch: real-time base building fused with direct top-down shooter control, no mode-switching, all of it handled simultaneously. That is a hard design problem that studios with far more resources have stumbled on. For a solo indie release from Vashta Entertainment, it is either a bold swing or a warning sign. After sitting with Harvested, the honest answer is both. The structural idea is sound. You build out lumber mills, mining camps, and fishing wharfs to train workers who automate resource flow, then scale up to turrets, barricades, and hired soldiers while personally running around the map with a pistol, shotgun, machine gun, sniper rifle, or knife. The 18-mission campaign organizes those objectives sensibly: some maps are economy-focused, some push you onto the offensive, and freeplay survival maps let you stress-test a build indefinitely. For players who miss the mission-variety pacing of classic late-90s RTS, those bones feel familiar and welcome. The hand-crafted maps, rather than procedurally generated ones, do reward learning enemy patrol lines and resource placements across replays. Here is where the numbers stop being friendly. The review sample is tiny - 17 Steam user reviews at 82% positive - and the community forum threads paint a clearer picture than that headline figure suggests. Crashes on specific campaign missions, save-state bugs that revert building upgrades on reload, and worker-hiring loops that eat resources without spawning the unit have all been reported repeatedly with no confirmed resolution. The voice acting draws consistent criticism as well; a text-to-speech narrator fires frequently enough to become an active irritant rather than atmosphere. These are not minor rough edges on an otherwise polished product. They are load-bearing problems for a design that depends on moment-to-moment feedback being reliable. The core decision-making loop, when it is working, has a low-fi charm. Watching resource workers shuttle wood and ore back to your base while you personally hold a choke point with a shotgun scratches a specific itch that bigger-budget RTS titles never bother with, because they outsource all the ground-level combat to unit AI. Here you are the unit AI. That is the most interesting design choice in the game, and it works often enough to stay interesting. The two enemy factions use different attack patterns - melee, ranged, and explosive pressure - which means your base layout actually has to account for approach angles rather than just maxing turret count. That is a legitimate strategic consideration, not a checkbox. Who is this actually for? Patience-tolerant RTS hobbyists who enjoy watching a small studio swing for something structurally unusual and can forgive rough execution. If you are coming in expecting a polished campaign with reliable save states, calibrate down hard. If you are curious about the genre-hybrid concept and comfortable treating the freeplay maps as a sandbox to poke at, there is a functional experiment here worth the low asking price. Just save manually and often. And maybe wait for the narrator to run out of things to say. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7
- Memory
- 2 GB RAM
- Storage
- 500 MB available space
- Graphics
- Direct X 9.0c compliant video card with at least 512Mb
- Processor
- Intel Core™ Duo or faster
Recommended
- OS
- Windows 10
- Memory
- 4 GB RAM
- Storage
- 500 MB available space
- Graphics
- Direct X 9.0c compliant video card with at least 512Mb
- Processor
- Intel Core™ Quad or faster
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Game Info
- Developer
- Vashta Entertainment
- Publisher
- Vashta Entertainment
- Release Date
- Mar 20, 2021