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Blood Money

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Blood Money is a browser-based clicker game where the player must reach a monetary goal by causing visible pain to a character named Harvey. Each click generates money, but also increases the level of harm inflicted. The mechanic is direct and simple: actions are rewarded with cash, but those actions come at a cost. There is no storyline introduced up front—just the premise of raising $25,000 for a medical operation. The choice of how to reach that number is left entirely to the player.

Tools That Shape Outcome

As the game continues, new tools become available. Each one increases the payout per click but also amplifies the visible damage to Harvey. The tools vary in form, from non-lethal interactions to aggressive options that change the tone of the session entirely. The player selects which to use and how often, creating a branching effect based on what methods are chosen. While there are no traditional levels, the game does track progress toward the financial target and offers different results depending on how it is achieved.

Available Tools in Blood Money

  •         Bare hands (low payout, minimal damage)
  •         Feather (non-violent, slow progress)
  •         Scissors (moderate payout, visible harm)
  •         Knife (high payout, irreversible damage)
  •         Firearm (final unlock, triggers alternate ending)

Multiple Endings From One Mechanic

The outcome of Blood Money depends on the tools used and the order in which they are applied. Choosing to rely on soft methods results in one conclusion, while escalating the violence unlocks others. Each ending reflects the nature of the player’s actions rather than any hidden stats or moral meters. There is no guidance given—just results based on what was done. This encourages replay, as players return to see what happens when different tools are used or skipped entirely. The experience shifts even though the mechanics remain the same.

A Minimal Interface With Focused Impact

Blood Money operates on a single screen, with no complex UI or upgrade system. The weight of the game comes from its decision loop: perform action, receive money, observe effect. Over time, the player builds a rhythm, and the simplicity becomes its own form of pressure. The game does not comment on the player’s choices but instead creates space for them to reflect on what each action meant. With no pause, no music change, and no narrative break, every click matters. What begins as a neutral task becomes a series of irreversible steps toward one of several possible ends.

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