GAMES · STORY NOTES

Harvester

Harvester is a point-and-click adventure game written and directed by Gilbert P. Austin and developed by DigiFX Interactive. Players take the role of Steve Mason, an 18-year-old man who awakens in the fictional Texas town of Harvest in 1953, with amnesia.

Description adapted from Wikipedia contributors, Harvester (video game) · CC BY-SA 4.0. Text adapted for this entry.

FULL SPOILERS AHEAD

The story, including the ending.

These write-ups discuss major events and outcomes for this listed work. Each source and its coverage are identified below.

Source plot synopsis — includes the ending

Teenager Steve Mason awakens in the small Texas farming town of Harvest in the year 1953, with no memories of his past or who he is. Exploring his home, he discovers that he does not recognize his mother or younger brother, both of whom act strangely—his mother compulsively bakes cookies for a charity event a week away, causing her to throw out each subsequent batch; and his brother obsessively watches an ultra-violent cowboy show that is the only program broadcast on Harvest televisions.
Exploring the town, Steve discovers Harvest is populated by hostile, strange individuals whom he likens to facsimiles or parodies of real people. Steve learns that no one believes him to genuinely be amnesiac, with every citizen he meets responding to his pleas for help with the canned response "You always were a kidder, Steve." Everyone in town encourages Steve to join the Lodge, a large building (reminiscent of the Hagia Sophia) located at the center of town that serves as the headquarters of the Order of the Harvest Moon, which is the sociopolitical center of life in Harvest and whose members act instead of a mayor or city council.
Learning that he is set to be married in two weeks, Steve goes to meet his fiancée, Stephanie Pottsdam, the daughter of Mr. Pottsdam, an unemployed man who hopes to get a job alongside Steve's father working in Harvest's meat packing plant and who spies on his daughter via a peephole in her bedroom wall. Meeting Stephanie, Steve finds that she, too, has amnesia, and woke up the same morning as him with no idea of how she got to Harvest. The two form an alliance to figure out their past and escape the town.
Steve visits the Sergeant at Arms at the Lodge, who tells him that all of his questions will be answered inside the building, and sets about giving him a series of tasks that serve as initiation rites. Over the next week, Steve is given a new "task" each day, beginning with petty acts of vandalism that escalate to theft and arson, with each task having unforeseen, tragic circumstances that result in someone's accidental death, murder, or suicide. Meanwhile, driven by their mutual fear and reliance on one another, Steve and Stephanie may become lovers.
On the final day of his initiation, Steve discovers a mutilated skull and spinal cord in Stephanie's bed, which the Sergeant at Arms tells him is his invitation to the Lodge. Venturing inside, Steve discovers that the Lodge is composed of a series of rooms called "Temples" which serve as mordant burlesques of real civic locations (including a room with a dead family and a kitchen where a chef prepares human meat) and whose inhabitants challenge him with a series of puzzles meant to teach lessons integral to understanding the precepts of the lodge. Each "lesson" turns out to be an inversion of traditional morality, including the futility of charity, the uselessness of the elderly, and the benefits of lust and vanity.
At the highest level of the Lodge, the sergeant at arms presents a still-living Stephanie and explains that Harvest is an elaborate virtual reality simulator being operated by a group of scientists to determine if it is possible to turn average humans into serial killers. Steve and Stephanie are the only real people in the simulation, and everything Steve has experienced has been intended to warp his reality and break down his inhibitions to prepare him for life as a serial killer. The sergeant offers him two options: murder Stephanie, committing his first real crime and accepting a future as a murderer; or refuse, in which case the scientists will render both Steve and Stephanie brain dead in the laboratory. Should Steve choose the second option, the sergeant informs him that he and Stephanie will experience an entire lifetime of happiness in the Harvest simulator in the seconds before they die in the real world.
If the player chooses to kill Stephanie, Steve bludgeons Stephanie to death and removes her skull and spinal cord. After the murder is complete, Steve awakens in the laboratory and gleefully informs the scientists that he enjoyed the experience. Hitchhiking home, he murders the driver who picks him up. Later, while he plays a violent video game in his bedroom, Steve's mother chastises him for doing so, as it will induce violent impulses in him. Steve laughs as the camera enters his throat and stomach, revealing the dissolving body parts of the driver he killed earlier.
If the player chooses to spare Stephanie, the sergeant at arms performs an impromptu wedding in the chapel before letting the pair go. Steve and Stephanie buy a home, have a child, and grow old together before dying peacefully and being buried in the Harvest cemetery. In real life, the scientists express disappointment at the results of their experiment as they look on at the pair's dead bodies.
Sources and content license

Source and revision history ↗ · Adapted from Wikipedia contributors, Harvester (video game). Section headings and formatting adjusted. · Content license