Compare The Harvest prices across 50+ stores and find the best deal. Developed by Falco. Published by Falco. Available on PC. Genres: Action, Free To Play.

Four teams, three heroes each, ten minutes to harvest more Essence than everyone else. Interesting concept on paper, blockchain baggage and patchy netcode in practice.

I went in expecting a budget Smite clone and got something slightly more interesting, and also slightly more troubled. The Harvest drops four squads of three heroes onto a sci-fi planet called O'Ree-Jin, and the win condition is elegantly simple: harvest more Essence than the other three teams before the ten-minute timer expires. Zone control, monster kills, raiding enemy bases, and picking off opposing heroes are all valid paths to the top of that leaderboard. On paper, that multi-route objective design gives each match a genuine tactical pulse that pure hero shooters often lack. The card system is the mechanical hook the developers want you to talk about, and credit where it is due, it has real depth. Before each match you lock in a deck of eight ability cards from a pool that reportedly exceeds 130 options. As you level up mid-match you spend your earned Essence to activate cards, which can shift your build from a damage-focused fragger to a zone-holder or even a support flanker. Builds that buff weapon damage, grant wallhack-style vision, or deploy companion robots with execute or revive effects create meaningful mid-game decisions. The problem is that the card pool is not flat. Premium cards scale significantly higher than free common cards, and common cards hit a hard level cap unless you spend the game's token currency. That gap is tolerable at entry but it looms large once the novelty wears off. Here is what actually worries me as someone who cares about raw feel: early coverage flagged persistent connectivity issues, and there is no public Metacritic score or meaningful Steam review base to verify whether those problems have been ironed out post-launch. The developer has iterated, reverting to a Essence-harvest win condition after community backlash over an earlier ring-system experiment, which is actually a good sign that they listen. But responsiveness and server reliability are the floor for any PvP shooter, and right now I cannot tell you confidently that the floor is solid. Hero balance has also been cited as uneven, which in a small roster of around five heroes at launch is a faster route to a stale meta than you would hit in a game with 30+ picks. Who is this for? If you have a regular squad of two friends, appreciate zone-control objectives over pure deathmatch, and find the card-customisation angle genuinely compelling, there is a session here worth sampling, especially at free-to-play entry. Solo queuing into a four-team format with voice-chat strangers is a rougher sell. The blockchain and NFT layer is visibly baked into the card progression, which is a flag for some players and irrelevant to others. Just go in knowing the economy has two tiers and the upper tier costs real money or grinding time. The visual production looks above average for an indie-scale project, and the sci-fi setting has more lore investment than you typically see at this budget level. Whether that foundation gets the netcode and balance polish it needs to compete against established hero shooters is the question still hanging in the air. Fred, Scout Team

The Harvest
ActionFree To Play

The Harvest

TBAFalco
GamerScout Says

Four teams, three heroes each, ten minutes to harvest more Essence than everyone else. Interesting concept on paper, blockchain baggage and patchy netcode in practice.

PC
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Screenshots & Media

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About The Harvest

I went in expecting a budget Smite clone and got something slightly more interesting, and also slightly more troubled. The Harvest drops four squads of three heroes onto a sci-fi planet called O'Ree-Jin, and the win condition is elegantly simple: harvest more Essence than the other three teams before the ten-minute timer expires. Zone control, monster kills, raiding enemy bases, and picking off opposing heroes are all valid paths to the top of that leaderboard. On paper, that multi-route objective design gives each match a genuine tactical pulse that pure hero shooters often lack. The card system is the mechanical hook the developers want you to talk about, and credit where it is due, it has real depth. Before each match you lock in a deck of eight ability cards from a pool that reportedly exceeds 130 options. As you level up mid-match you spend your earned Essence to activate cards, which can shift your build from a damage-focused fragger to a zone-holder or even a support flanker. Builds that buff weapon damage, grant wallhack-style vision, or deploy companion robots with execute or revive effects create meaningful mid-game decisions. The problem is that the card pool is not flat. Premium cards scale significantly higher than free common cards, and common cards hit a hard level cap unless you spend the game's token currency. That gap is tolerable at entry but it looms large once the novelty wears off. Here is what actually worries me as someone who cares about raw feel: early coverage flagged persistent connectivity issues, and there is no public Metacritic score or meaningful Steam review base to verify whether those problems have been ironed out post-launch. The developer has iterated, reverting to a Essence-harvest win condition after community backlash over an earlier ring-system experiment, which is actually a good sign that they listen. But responsiveness and server reliability are the floor for any PvP shooter, and right now I cannot tell you confidently that the floor is solid. Hero balance has also been cited as uneven, which in a small roster of around five heroes at launch is a faster route to a stale meta than you would hit in a game with 30+ picks. Who is this for? If you have a regular squad of two friends, appreciate zone-control objectives over pure deathmatch, and find the card-customisation angle genuinely compelling, there is a session here worth sampling, especially at free-to-play entry. Solo queuing into a four-team format with voice-chat strangers is a rougher sell. The blockchain and NFT layer is visibly baked into the card progression, which is a flag for some players and irrelevant to others. Just go in knowing the economy has two tiers and the upper tier costs real money or grinding time. The visual production looks above average for an indie-scale project, and the sci-fi setting has more lore investment than you typically see at this budget level. Whether that foundation gets the netcode and balance polish it needs to compete against established hero shooters is the question still hanging in the air. Fred, Scout Team

Tags

multiplayerpvponline-pvpcooponline-cooptier:indieZone ControlCard Builds4-Team Format10-Minute MatchesCompanion CardsMonster PvEEssence EconomyBuild-on-the-fly

System Requirements

Minimum

OS
Windows 10 (64 bit)
Memory
6 GB RAM
DirectX
Version 12
Network
Broadband Internet connection
Storage
10 GB available space
Graphics
NVIDIA GeForce GTX 960 or AMD Radeon RX 470
Processor
Intel Core i3-6100 / Core i5-2500K or AMD Ryzen 3 1200

Recommended

OS
Windows 10 (64 bit)
Memory
16 GB RAM
DirectX
Version 12
Network
Broadband Internet connection
Storage
30 GB available space
Graphics
NVIDIA GeForce GTX 1060, AMD Radeon RX 580, or Intel ARC A770
Processor
Intel Core i5-6600K / Core i7-4770 or AMD Ryzen 5 1400

Reviews & Ratings

No ratings available

Game Info

Developer
Falco
Publisher
Falco
Release Date
TBA

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