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Balthazar Research Report: The Harvest is Nigh

Written by Nicholas Korsgård, Chief Gaming Officer, Kim Bjerkeli, Sigurd Thomassen, and Heidi Anette Laugsand Johansen, Game Strategist, Balthazar Alpha Team


The blood of God, the essence of life, whatever you may call it, has great powers beyond what could be imagined. Everybody wants it, and we want it, don’t you? Welcome to O’Ree-Jin. If you dare to participate in the ritualistic activity, The Harvest, you might be stupid enough to die – Or great enough to conquer. Who are you in this story, the dead man or the winner?

In this PvPvE, AAA-Rated, Third-person shooter game influenced by cards, the player will agree to a 10-minute match where the goal is to harvest as much ‘essence’ as possible and hopefully leave the ritual with their pride remaining. 

In this research report, we will guide you through the background of this project; gameplay, map, essence harvesting, and more. We will be explaining the lore, which is popcorn-worthy, and further on, have a look at the tokenomics, NFTs, Website, blockchain, team, socialnomics, and whitepaper. 

Let the ritual begin; O’Ree-Jin is waiting for you.


The Harvest is a Player versus Player versus Environment (PvPvE) shooter game played by four teams of three players each. Each team has a base where the base will store all of the team’s ‘essence’ during the match. The game’s primary objective is to hold as much Essence as possible within 10 minutes, and the team with the most Essence when the counter hits zero wins.


In “The Harvest,” each hero arrives on the planet in a spaceship. Each team randomly starts in one of the map’s four different bases located at every corner of the map. The goal of the match is to harvest as much ‘essence’ as possible because, after 10 minutes, the team with the most essence wins.


Currently, there are only four heroes available. These are Alith, Duke, Kira, and Sahad.


The map on which players will play the matches is symmetrical environmentally and in the distribution of key resources, such as harvesting points. Symmetricity ensures that the opportunity is equal for all teams. Hence, the outcome depends on the skill and decisions of each team and is not subject to an unfair balancing of the map.

Each base is essentially a warehouse for the team. All of the team’s essence is stored inside and publicly displayed in the match’s ranking. Throughout the map, portals are distributed, which can be used to teleport to the map’s center immediately. One can also encounter monsters that, when killed, will yield large amounts of the essence as a reward.

Essence Harvesting

The main goal of a match is to harvest as much essence as possible to win. Players can obtain Essence in various ways, so the team must choose a strategy that fits their playstyle. There are four main ways of extracting essence:

  • Essence Extractors: Players can absorb essence from harvesting points across the map. Players must be within the extractor’s area of effect to harvest the essence. It will have a limited amount of essence.
  • Killing Enemy Heroes: When racking up kills on enemy heroes, the killer will automatically receive the essence of the dead body. The killed player will not lose their essence, but the killer will receive an amount equal to the victim added to their score.
  • Assaulting Enemy Bases: A team’s essence is stored in their base. Therefore, other teams can assault enemy bases and steal the essence within. If a player is in the proximity of an enemy base, they will start gathering the essence at a certain rate. The more players from the same team stealing the essence, the faster they will steal.
  • Killing Planetary Bosses: There will also be a few bosses on the map, and players that manage to kill one will be handsomely rewarded.


During the game, the heroes can become stronger. Getting stronger means they can kill enemies faster and gather resources more quickly. Therefore, getting stronger implies a higher chance of winning the game. Cards are used to boost heroes during the game by enhancing their attributes and abilities or even granting new powerful effects.

Using cards comes with a couple of rules:

  1. There are ten cards that form a deck. When the game starts, these ten cards will be shuffled for the players to draw from. 
  2. At the start of every odd minute in the game (1, 3, 5, etc.), all players will draw two cards from their deck. Then, players can choose one of those cards to boost their hero.


When you get killed in a match of The Harvest, it doesn’t mean you stop playing. Upon dying, a 10-second timer will start to count down, and once it’s done, you’ll respawn at your base. However, if an ally revives you before those 10 seconds have passed, you’ll respawn at the point where you died.

Teleport to Base

You can teleport back to base at any point during a match. Teleportation is done by pressing the “B” button and is a fast way to return to base when an enemy team is stealing your team’s essence.


Portals are distributed strategically across the map and will allow players to teleport to the map’s center immediately.

Results and Rewards

When a match finishes after 10 minutes of playing, the player is sent to the score screen, where the winning team is decided based on the essence ranking from the match.


We, in Balthazar Alpha Team, got the opportunity to play the Pre-Alpha version of the game with some of the developers and community members. We won’t go in-depth here; we’ll have a YouTube video covering our experience shortly. However, we’d like to say that we had a lot of fun playing the game, and there is a clear focus on fast-paced action and competitiveness.



The story of “The Harvest” is set in a remote corner of the universe, in a time beyond history. The focal point is the planet O’Ree-Jin, a place unlike any other. On O’Ree-Jin, the remnants of the most advanced civilization to have inhabited the universe resides. 

O’Ree-Jin has been inaccessible for most of its existence due to powerful energy currents coalescing in the upper atmosphere, creating one of the most remarkable vistas in the galaxy.

In orbit around the planet, there is a wide range of vessels, satellites, and space stations from different eras. They are all brought there by several of the greatest galactic civilizations throughout the universe. These civilizations all have a shared thirst for what’s down on the surface, hidden behind the energy-potent atmosphere opening from time to time.

The big fuzz they all want is the protean substance on the surface which some call the “essence of life,” others name it the “blood of God.” No matter the name, they all want it, as some of its features are prolonged lifespan, benign and powerful mutations, and it may replicate any form, organic or synthetic. It is, in essence, the clay from which everything else is formed.

As with all the important things in life, people want it. However, when there’s only one place it can be found, and in limited availability, there is bound to be danger and conflict. The planet itself is the substance’s greatest protector, but those who are foolish enough to attempt acquiring it might get rewarded.

When the atmosphere irregularly opens, there is a short window of time where adventurers and warriors throw themselves onto the planet’s surface and battle to the death for as much of the substance as possible. The envoys are among the greatest heroes of each civilization, and attaining the substance enables them to become agents of death and chaos.

The substance is best conserved through living tissue. Hence, the envoys become living canisters full of the all-empowering substance. Along the surface of the planet O’Ree-Jin, remnants of essence extraction machinery (EEM) that are still functioning can be found. These sites become the main focus for the envoys in their gathering. However, faster and more vicious ways of substance harvesting occur, as bodies of opposing envoys make for a perfect container for the “blood of God.” This has happened for ages and will most likely continue for centuries to come. Hence, this ritualistic activity has been aptly named “The Harvest.”


“The Ancients” refers to the civilization that dwelled on the planet O’Ree-Jin. Not much is known about them. However, some things are known for sure. The civilization was very advanced in technology and ethics, but at the same time, it lacked any space-traveling technology. Hence, confined to the surface of O’Ree-Jin.

The Ancients kept constraints on their expansion across the planet by choice. Having unending lifespans, they controlled procreation to avoid becoming too populated. The Ancients were not about expansion and domination. 

Their way of life was based on circular logic, in which one affects the environment through consumption; one can consume because one produces, and one produces as much as is needed. However, one’s needs must be contained by patience, and one must nurture patience through diligence; diligence is learned by providing to the community, and the community is the ultimate protector of the environment.

Everything in the culture of The Ancients on O’Ree-Jin works in circles. However, a schism in their civilization arose during the last few centuries of the race. This new way of thought was called “The Path of Wonder,” which contradicted many of the mainstream precepts of The Ancients’ culture.

One realizes his potential through consumption; one can consume because he is able to produce; one produces as much as he needs; one’s needs must be contained by his ability to grow; one shall grow through diligence; diligence is learned by providing to the community; the community’s ultimate goal should be to realize its potential.

This radical change of thought proposed a more proactive way of thinking about systemic growth on O’Ree-Jin. Long story short, the followers of the Path of Wonder pushed through the new ideology, and The Ancients started to use Harvesters to extract more of the substance from the planet’s bedrock. Eventually, this led to fractures within the planet itself and impacted the environment, creating residuals and subproducts of the substance treatment that were hazardous to the ecosystem.

This extraction led to even more disagreements between the traditional way of thought and the followers of Path of Wonder. Eventually, an extremist group started the acquisition of the substance through live tissue extraction, meaning kidnapping Ancients and draining the essence directly from their victims. Such visceral behavior had its rewards, as substance extraction directly from live tissue was 1000 times more effective than atmospheric and unearthing extraction.

The discovery of live tissue extraction eventually ended in the death of The Ancient people. Younger extremists went as far as killing the ruling caste of the older Ancients; close to 2000 sages were killed, releasing substance accumulated over millennia. The amount of substance was about 50% of the total amount of the whole Ancient society. A small upper echelon of the Ancient society contained half of the entire planet’s resources, all released instantly upon their deaths. Their bodies were consumed for a few’s gain, which was called “The First Harvest.”

The First Harvest caused a chain reaction within the planetary ecosystem so immense that the planet itself reacted against it. The dangerous barrier of an atmosphere today is the remnants of The First Harvest.

The Civilizations

Surrounding O’Ree-Jin, are four prominent civilizations. These are The Imperial Triarchy, The Drifters Commonwealth, The Ascendancy, and The Sons of Venor.

The Imperial Triarchy

The Imperial Triarchy is a ruthless, authoritarian, and fundamentalist empire. For centuries their people were prey for a stronger species dominating the surface of their home planet while they hid in underground caves. The surface dwellers were enormous and were worshipped, feared, and hated as punishing gods by the people underground.

A small group saw an opportunity in their people’s constant dread for their lives and found a way to accumulate power over the community by creating strict rules and a strong religious hierarchy, setting precedence for the new way of life, known as the Faith.

The people underground began studying how the “gods’” bodies worked and aimed to replicate their capabilities to achieve perfection. Biomechanical implants were used in their experiments to improve the bodies of their bravest explorers, sent to the surface looking for resources and knowledge about their gods.

Over centuries, their technology eventually became good enough to face their foes in battle. A war started, lasting for decades, ending with the conquest of the surface. The prey became the predator, and they would never be subjected to anyone anymore. Their government and religion changed, now known as the first foundation. The religion branched into two systems: Faith and War.

The Faith branch was concerned with the day-to-day ethics and morals of the people, whereas the War branch focused on militaristic development, social discipline, and sciences. Following their long history as the prey, the next centuries focused on “preventive conquering.” They built a space fleet and started systematically subjugating lesser civilizations to consolidate their new mentality. They became “gods” among the stars.

With expansion comes colonization and impregnation from other cultures and societies. Tension arose between the church and progressive individuals. Eventually, some groups of the population delved into cross-species sexual intercourse, faith conversion, and heretical movements leading to a civil war. The traditional philosophy won through, and the Imperium became even more authoritarian. The second foundation took place with the church creating the Truth branch. Truth concerns itself with dogma and belief. The Imperium is now managed by the church branches of Faith, War, and Truth. The Imperial Triarchy.

The Truth branch destroyed all recorded history and became the source of all truth. Truthsayers ended up as a policing force in the Imperial Triarchy, claiming a “holy right” and “divine quest” for “universal truth.” Truthseekers strategically removed leaders, sabotaged planets, and purged dangerous individuals. It was during this time that The Triarchy discovered O’Ree-Jin.

The Imperium was the first of the races to find the planet taking advantage of the substance. Being the first discoverer, they rewrote their history again, claiming the planet as their true origin and lost paradise. Hence, it was theirs to inherit and exploit. The final foundation will occur when the triarchy acquires complete control over the planet.

When other civilizations started showing up and began partaking in the extraction process, the Truthsayers’ “truth” started to crumble. However, due to the presence of other civilizations, conflict within was not an option.

Therefore, the branch of Truth quarantined all information on O’Ree-Jin to the personnel above the planet, being the only ones deemed strong enough to mingle with other civilizations’ falsehoods.

The Drifters Commonwealth

The Drifters are one of the other civilizations orbiting O’Ree-Jin. They are nomadic people building their lives on the fundamentals of peripateticism, moving from place to place based on their needs.

The Drifters Commonwealth society is structured as a three-level hierarchy. The commonwealth comprises a confederation of clans, wherein the clans themselves are self-governed communities. The nuclear family is the core of a clan and is where most activity is developed. 

The Drifter Clans are large groups of nomadic families with perceived kinship. This kinship comes from shared philosophical views such as the communitarian objectives or vision for the specific clan. The politics within the clans in the commonwealth revolves around a ruling class of females. Matriarchs govern for an extended period of time, and the administrative structure of the clan answers to them. The administration is also occupied mainly by women.

The clans act and drift on their own. However, clans have mostly stayed close together as long as the commonwealth has existed, causing the Drifters as a species to move as a whole throughout the universe.

Within families themselves, there is true genetic kinship. Families work as specialized groups within the clan. Some families specialize as biochemists, mercenaries, rocket scientists, etc. The family also has a matriarch form of governance where the matriarch organizes education, work, marriage, and other important aspects of the family members’ lives.

In the Drifter’s society, “The Pilgrimmage” is essential to their way of life. It’s when the men of the family visit other families and clans on a pilgrimage for knowledge. It also tends to include the courting and engagement of multiple women from other families and clans. These relationships act as bonds between the families forming alliances in which trade and science agreements cross-family are formed.

Overall, the Drifters are a peaceful people. Their main goal in life is to have “fluidity.” Fluidity is generally understood as the inherent desire for knowledge and self-actualization.

The Ascendancy

The Ascendancy began as beings of pure energy. Being like that gave them a unique way of perceiving matter, time, and space. They also got an innate ability to manipulate light and, through light, can influence matter, cognition, and emotion. This ability allows the Ascendants to self-actualize their physique and can appear differently from one encounter to another.

Ascendant’s way of life is to envision matter and perception, liquid and aesthetical. An Ascendant is always concerned with beauty, form, and color. Their innate synesthesia enables them to see emotion as light and color. And because of their nature, they’re known to be the most artistic people in the galaxy.

Ascendants are always in search of pleasure and beauty. And they have a reputation for being great mating partners all across the universe because of their ability to manipulate matter and emotion.

The Ascendancy does not have a centralized authority. Instead, individuals operate in positive anarchism based on mutualism. Ascendants believe that order may only arise when every societal participant exercises their wishes and only their wishes. Even though this way of life could seem contradictory, the Ascendary contemplates life as a collective achievement of pleasure. Therefore, they have an innate drive to act on mutual desire. If something stands in their way of obtaining pleasure, the Ascendary can be quite hostile. 

This is when the Lumen Camarillas step in as self-organized commando groups to affect inter-species businesses. Their purpose is to facilitate Ascendant’s desires, even though they may contradict other races’ wishes.

Like the whole race of Ascendants, the Camarillas are anarchic in their function. A Camarilla may emerge around any given “Lumen.” A Lumen is a masterful creator and alterer of light and matter and has become an expert in strategy, combat, espionage, or politics. Lumens may recruit other ascendants or even members from other races to create a specialized task force to partake in war, espionage, assassination, etc. In essence, a Camarilla is a group of mercenaries that act upon their leader’s desires.

The Sons of Venor

The final civilization of the four prominent ones is The Sons of Venor. They’re not from a specific race but started as a spiritual cabal at the aristocratic core of a long-extinct civilization. Their way of life revolved around the ritualistic hunting of dangerous lifeforms.

Over time, gaining power and independence, the Sons of Venor became an eclectic group encompassing any race. They’re exceptional hunters, and it is believed that the Sons of Venor were involved in most of the political and military conflicts across the galaxy. Their hunters are used as surgical tools to either kill, kidnap or sabotage high-value targets. Starting as a small cabal, they’ve become a sizeable decentralized state without a planet to call home.

There is no such thing as being born as a Son of Venor. In this state, everyone has to prove themselves worthy in the process of bloodening or die trying. 

In a meritocracy like this, the boldest ones immediately go after their mentor. Any hunter who has not yet hunted their mentor is not yet considered a true hunter. The Sons of Venor seek the “thrill of the hunt,” and hunting is the only way to self-improvement and demonstrating one’s value. Therefore, failing a hunt is the most shameful thing that may incur.

The only way to regain honor after failing to hunt is to commit honorable suicide or list themselves as sullied prey, becoming a desirable quarry for any Son of Vanor wanting to prove themselves worthy. The Sons of Vanor keep track of each hunter’s merit and reputation through a hunting ledger.

On top of every ledger is an Ancient. Hunting and killing an Ancient instantly grants the hunter the title of Ancient. Of the Ancient, the most prominent one is Wild Manes, which voluntarily became a “sullied prey” a century ago and has since killed more than 15,000 hunters trying to usurp his title.


The Harvest features two capped tokens, $HAR, and $EOL, in their economy. The intention is to allow everyone to play the game for free. Hence, removing any financial barriers to start playing. The Harvest is designed for massive audiences, being easy to play but hard to master. Therefore, playing is easy and free, but one must show some skill to earn.

With the tokens, the intention is to have the $HAR token be a governance token representing financial stake and voting power in the DAO. Players can also customize their heroes with skins in the form of NFTs, and some other cosmetic or personalization features through the use of $HAR.

The $EOL token will work more like a currency, which is used to upgrade NFTs and other in-game transactions. It will also have several sinks or burn mechanics.

Play and Earn

There are a few ways to earn within The Harvest.


Leagues are one way in which players will compete in a ranked league system that is structured around seasons. A player’s rank will determine which category or league they are put in. The rewards will vary depending on their current ranked league. The higher league, the better rewards.

Daily Rewards

Every day, players will have in-game quests to participate in. Once completed, the player is rewarded with standard booster packs and $EOL.

Player Level

After a match, players will receive experience points based on their performance. Players are awarded a “Mystery Bag” upon leveling up, which can come in different tiers. Hence, the rewards can vary in rarity. Its contents range from standard boosters and some $EOL to large amounts of $HAR, premium boosters, and even “Secret Cards.”


The intention with the dual token economy of $HAR and $EOL is to have $HAR appreciate in value over time while $EOL is intended as currency for minor features of the game and to be as stable in value as possible.

$HAR is the main token earned through level-ups and special rewards. It is available on the market, and the most unique and exclusive NFTs can only be purchased for $HAR.

$EOL is the second token of the game and is earned through daily rewards and the level-up system. It is also available on the market and will be given for free to almost all players every day. However, there is a daily limit to how much $EOL a player can earn through playing, and $EOL will be burned dynamically.

The picture below shows how the tokens can be used within the game ecosystem.

Token Distribution

There is a section in The Harvest’s whitepaper saying $HAR Token Distribution. However, there is nothing in there. We’re curious how the team has chosen to distribute both tokens, which are capped. Unfortunately, we don’t have any details on this.


A percentage of all booster sales and in-game transactions will go to the treasury. Because The Harvest is a game for the community, full of events, tournaments, and competitions, much of the $HAR in the treasury will be used to ensure there are enough rewards for players at the top of the leaderboards.

Alpha Team’s Thoughts on the Tokenomics

The Harvest has decided to go for a two-token solution with a primary governance token which has some exclusivity in being the only way to some exclusive NFTs and DAO governance. Where the secondary token will be used more like a “soft” in-game currency while still being capped and tokenized, it will be interesting to see how this plays out when the ecosystem is live.

We like the idea of deflationary currencies, which have burn mechanisms attached. But it’s not clear whether the $EOL token will actually be burned or recycled back into the assumingly various pools. As the token is capped, burning and reducing the total amount of tokens will likely drive the value and demand for it up. For a “soft” token with the intention of being stable, this doesn’t make sense to us. If, however, the token gets “recycled” back into the various pools instead of being actually burned, we will like it a lot.

The information regarding the tokens, in general, is a bit thin in the whitepaper. There is some utility to the $HAR token, but is it enough to justify a two-token system? We’re not sure here.  In our eyes, a deflationary single-token system with a lot of “recycling” could probably do the same job and consolidate the utility into one token. 

An idea would be to price in-game items in fiat, for example, USD, while still using the token for payment and transactions, doing live calculations for what things would cost. We’ve seen a few other games go this route, and it takes away some complexity. One would also have to trust the in-game currency like $EOL to keep stable. 

We’re disappointed to not find the token distribution in the whitepaper, which can give a lot more information on how the token economy would flow or perform, especially at vesting points. However, it seems that The Harvest is still raising funds, so this might not be finalized yet. 

NFT Game Assets


In The Harvest, NFTs come in a few forms. The main NFTs in The Harvest is Cards. Cards come in two types, premium and common. 

Premium Cards

A premium card’s elements are

  • ID NFT Number: For collecting purposes.
  • Collection Code: Number that corresponds to the collection of the card.
  • Rarity: Can be four different rarities ( Common, Rare, Epic, and Legendary). Common rarities will not be an NFT, whereas the others will be. Cards can also have a hero category that relates to a specific hero, and a hero’s deck cannot contain cards for another hero.
  • Name: The card’s name.
  • Effect: The effect the card will have on the hero who has the card attached during a match.
  • Number of Uses: Number of times players can use the card before becoming unattached. Going from one to infinite uses.
  • Main Attributes: Enhance the hero’s main attributes in some way.
  • Card’s Mastery Level: Level of premium cards (NFT).
    • Cards can level from 0 to 10.
    • There is a final level 11 that can be obtained, which makes the card “graded.”
    • Cards obtain mastery points when used in the game. Eventually, it will get enough points to level up.
    • The first time a card levels up, three main attributes will randomly be linked to the card. Every time it levels up, those attributes’ values are randomly increased. 

With premium cards, one might get lucky to get a shiny version of the card. A shiny card will have an illustration with alternative colors and animated shiny effects. Shiny cards allow the player to choose the two attributes obtained with mastery points on shiny cards, which will not be selected randomly.

Graded cards will also get glossy and animated effects on the illustrations.

Common Cards

Common cards will have all the elements of a premium card except for the ID NFT Number, main attributes, and card’s mastery level. Instead, it will have a card’s level. The card’s level goes from 0 to 10, and leveling it up takes a certain amount of copies of the same card and paying $EOL. Once a card is maxed out in level, it is possible to push it to level 11, which would turn into a premium card starting at level 0. This card will then become an NFT and get an ID number, and can also be added to the marketplace.


Boosters are elements of the game containing the cards. Depending on the booster, one can get different rarities and amounts of cards. Basic boosters will, for example, only contain common cards, whereas premium boosters will always contain at least one premium card. Fifty premium boosters make one box.


A deck is a user-created custom card loadout of ten cards for each character the player wants to use. An example is shown in the picture below, although only six card slots are displayed.


Skins will also be available as NFTs. They only be there for visual effects inside the game. However, every skin will become a new “deck slot” for that hero, making for more customizability and “builds” for a hero.

Battle Tags

Battle tags are user identity items in the form of NFTs. The player can show them in their profile and during the game to showcase their achievements. Some examples of battle tags are

  • User Icons
  • Logo
  • Emote
  • Badge
  • Background
  • Banner


Land will also be a part of the game. There are different planets tied to each of the four civilizations, which will have a limited number of land plots in the form of NFTs. Players with land can build specific buildings to improve their game experience. Examples of available buildings are extractors, factories, markets, and banks. These buildings will have different effects on a player’s account. 

  • Extractors allow players to increase their $EOL earned per win, increase the daily limit of wins, etc.
  • Factories allow players to get better results when leveling up their cards or upgrading constructions. They have a higher chance of getting shiny cards and constructions and the ability to convert certain assets to shinies.
  • Markets give players an advantage over the actual NFT market, where their NFTs will be highlighted and have priority for sales, reduced fees, etc.
  • Banks give benefits to staking or stacking any of the two cryptocurrencies in the game. It will grant an APY, and allow players to test skins before having to pay for it, etc.

The Harvest Website

We compared The Harvests’ desktop version of its website to its mobile site to see how it measures up and if there were any changes that The Harvest could make to the site to improve it. Follow along to see our verdict. In this testing, we used a Samsung Galaxy S10+.


When we opened the website, we were welcomed by the logo and a text promoting The Havests’ Discord channel. In the background, there was a short video shown of the game-to-be with an added soundtrack. Although the video was fine, we wish the quality could have been higher. By clicking on the ‘’overview’’ part of the heading menu, we could see which parts of the project were covered on the website.

Scrolling down the website, we were introduced to yet another video of the gameplay, and while scrolling down, a little menu on the bottom of the side would pop up ‘’Join Discord’’. The background theme was a toned-down dark look, with white text for the most part. When we entered the gameplay section, we were introduced to game concepts such as NFT-cards, the P2E-idèa, and virtual land. Each of these sections was given a piece of artwork that looked good on the website. Continuing, we read more about the different heroes, and videos were added to each champion in a hyperlink (marked in a yellow square). At the moment of testing, only two videos have been added, but we are sure that more videos will be added soon for Kira, Sahad, and Braku. The creators had also added motion effects behind each champion’s back, resulting in the image coming to life. 

When scrolling further, a gallery had been added under the Metaverse section. However, it wasn’t really made clear to the user that this was a gallery. No symbols had been added to demonstrate that there was more to see. When clicking on the image, the text would also change according to the picture. 

The next aspect of the website is the‘’NFTs’’. For this part of the website, the creators had made four different options to click on to see more. Upon clicking, these images, descriptions, and text would change accordingly. There were also added effects, for instance, the specific image would stand out when hovering the cursor over an image. Not only that, but there were also added videos to each of the four options for the user to see.

Further down the website, we could check out the ‘’Media’’ part, including videos, screenshots, and wallpapers for the website’s visitors. We enjoyed having an extra look at the projects’ artwork and seeing more of this world-to-be. 

Continuing, the user could look at the roadmap, which we will discuss later in this research article, the core team, advisors, and partners. When hovering the cursor over the profile pictures of each member (team or advisor), we had the option to check out their LinkedIn. We think the pictures were of a nice size and good quality, and it fits the screen well. If anything, we wish the text could be a little bit larger for an easier read; however, this wasn’t a big issue for us.

At the end of the website, we had an extra chance to explore more of their website, see their whitepaper and even check out their social media. 


When loading the mobile site, a pop-up window appears, allowing the user to pre-register to become a player with early access. By closing the window, we could see the same video as on the desktop, featuring an encouragement to join Discord.

Because of the nature of the mobile screen, a lot of the video is cut off. However, the video, which can be seen by scrolling down, looks perfectly good on the screen. 

The heading menu was symbolized using three white lines, and by clicking, the user could explore more of the site and even change the language between English and Spanish. 

Upon scrolling up and down, there was a message on the bottom of the mobile site to join the Discord server. This message followed throughout the mobile site.

In the ‘’gameplay’’ part of the website, we found the images and text to fit nicely on the screen, and the information was laid out vertically. However, when we read about the heroes, we got the impression of everything being cramped. The images had been cut short, the effect behind the characters was barely visible, and overall the screen looked a bit messy. 

On a good note, there was no issue reading about each character, and the horizontal scrolling worked perfectly.  

In the ‘’metaverse’’ section of the site, the image had been adjusted to fit the screen well. However, there is no clue to the user that they would have to click on the image for another to appear. Meanwhile, the ‘’NFTs’’ part of the website looked really good. It was clear that we had to click on the different themes (options) to see more.

Further down, we could watch videos and peek at screenshots from the game and wallpapers. The video window was perfectly adjusted to the mobile screen when we clicked on the video links.

The roadmap looked good and clear, as did the core team and advisors. The user would have another chance to join the Discord server, marked in bright orange. The partners were also nicely shown off with a good size logo.

At the end of the mobile site, just like on the desktop, quick links to the website and social media links were added. 

The Verdict

The website has a few effects, but the ones added worked well for the most part. Overall, the experience scrolling through the website was a good one, but we wish the images and videos had a higher quality. For now, it did feel a little blurry at times. 

Both on desktop and mobile, we were really impressed with the layout used in ‘’NFTs’’ and ‘’Media’’. We also enjoyed the ‘’Heroes’’ layout of the website, especially on the desktop, but unfortunately, there was so much happening on the mobile screen that the holistic view wasn’t as great as it could have been.

All in all, the mobile site was easy to use, and most of the videos and pictures had been well adjusted to the nature of the narrower mobile screen. At times we felt like the creators could have made it more obvious by using symbols, for instance, if the user would need to click to see more. We also felt the site was a little cramped, especially because of the heading menu and the ‘’Join Discord’ encouragement at the bottom of the site. A quick fix could be adding the ‘’join discord’’ message in the upper heading menu to give a little more room for the mobile site.


In the whitepaper, there is no information on which blockchain The Harvest will use for their NFTs or tokens. However, on the game launchpad, Fractal, there is currently an Initial NFT Offering (INO) taking place. 

Fractal is Solana based, so for now; we can assume the game will have some of its NFTs on Solana. We’ve also gotten indications that Binance Smart Chain (BSC) will be a place where we could also see The Harvest appear.

What Chain Does The Game Run On?

The Harvest is taking a chain agnostic approach, in which several blockchains will be involved. It is not decided on which blockchain the dual token economy will be featured. However, Solana and BSC would be obvious choices given the knowledge of their NFT launch and hints of BSC launch in the future.


Solana is open-source, and the project implements a new, high-performance, permissionless blockchain. The entity that maintains the project is “The Solana Foundation,” which is based in Geneva, Switzerland.

Solana claims to be the fastest blockchain globally and the fastest-growing ecosystem in crypto. It has projects spanning across DeFi, NFTs, Web3, and more.

Solana focuses on scaling for global adoption. The motto is “Integrate once and never worry about scaling again.” Due to this scaling, Solana can ensure transaction costs remain less than $0.01 for developers and users. The blockchain is also fast, with 400 millisecond block times. With improvements in hardware as time goes on, block times will also get faster. Finally, Solana claims to be censorship-resistant, where the network will be open for applications to run freely, and transactions will never be stopped.

Solana manages to be this fast due to leveraging 40 years of distributed systems development, as we can see with centralized databases. Solana can leverage this because they found a way to share time without nodes relying upon one another. Solana’s blockchain protocol uses the concepts of a centralized database where it verifies the passing of time while keeping several decentralized attributes without conferring with a central clock. The consensus method is called Proof of History (PoH) and is what adds the element of time to the blockchain. PoH is designed to verify the time passing between transactions on the chain. When time is a factor, the blocks will be in chronological order, and none of this is dependent on centralized clocks or timestamps.

Solana accomplishes the verification of time by selecting a network node to be the leader. Being a leader node means that it adds entries to the ledger, also called a transaction validator. The leader is also the one who generates the sequence for Proof of History. Having this leader do all the sequencing of messages results in maximum efficiency and throughput. When the leader has made its sequence, it is sent to replicator nodes called validators. Validators are in charge of verification for the consensus algorithm.

To ensure decentralization and some sort of equilibrium, leaders have to be rotated. New leader nodes are chosen according to a leader schedule, which decides which validator gets to lead next, as there can only be one leader at any given time. The Proof of Stake elections chooses the leader schedule, encompassing the validator nodes. Proof of Stake (PoS) is a consensus algorithm that comes in several flavors. We’ve talked about them in our reports on Tezos and Algorand. The PoS mechanism uses a Byzantine Fault Tolerance (BFT) mechanism called Tower Consensus in Solana. Tower Consensus uses the PoH mechanism as a global source of time before consensus is achieved.

Binance Smart Chain

BSC runs in parallel with Binance Chain (BC), which, unlike BSC, doesn’t have smart contracts and other nifty features. BC was purposely built for fast decentralized trading and had to sacrifice features like smart contracts to avoid possible congestion.

On the other hand, BSC was constructed to deal with more varied tasks and is better suited to handle smart contracts and what we see in NFTs today. BSC is also EVM compatible, which means many of the dApps built for the Ethereum blockchain are easily ported to BSC.

BSC runs a Proof of Staked Authority (PoSA) consensus algorithm, a form of Proof of Stake. To participate in the BSC consensus, you have to stake BNB, the token in the ecosystem, to become a validator. Then, if the validator proposes a valid block, they are rewarded with the transaction fees from the transactions within.

Cross-chain compatibility is also enabled on BSC through the BEP-20 token standard, which is a counterpart to ERC-20 on Ethereum. BSC can then swap tokens with BCs BEP-2 and BEP-8 tokens.

Finally, BSC has a suite of DeFi products allowing assets from several different chains to be used through BSC’s growing DeFi suite.

Our Thoughts On The Chain?


Solana is undoubtedly fast and low-cost when it comes to transactions. These pros are necessities in a project’s in-game economy. The blockchain is also perceived as THE blockchain for gaming in the general crypto community because of said pros, alongside the sheer size of the blockchain regarding market cap. 

However, we, in the Alpha Team, don’t necessarily believe it is a given that Solana is the go-to gaming chain in its current shape, as there are a few others out there with a lot of promise. Furthermore, Solana has had its share of drama regarding decentralization and general uptime.

The case for Solana not being sufficiently decentralized can easily be seen in the picture below comparing the initial token distribution of several blockchains. Solana had nearly 50% of the native SOL tokens used for governance held by Venture Capital investors, developers, and other insiders. 

However, when comparing this to blockchains like Tezos or Ethereum, significantly fewer insiders had tokens initially. Although Solana is an open-source project and a public blockchain, critics argue it is still privately owned due to the large portion of ownership allocated across insiders.

Sourced from https://twitter.com/RyanWatkins_/status/1394283802009145348/photo/1.

Due to Solana’s low transaction cost, attackers managed to barrage the blockchain with transactions, overloading its memory capacity. An attack like this has happened more than once and led to a 48-hour downtime at one point. The core team had to restart the network to get it back up and running. In our eyes, it is not something a centralized group of developers should have access to in a decentralized blockchain, breaking the illusion of decentralization.

There are also some worries around Solana’s PoH mechanism. Due to its deterministic block creation, it is possible to predict the next producer (leader) in line, providing an attack vector. For example, a malicious actor could attack the subsequent 100 block validators in line and avoid attempting an attack on the whole network. There is also the possibility of combining such an attack with a 51% attack to gain control over the network. However, attackers would not need a 51% stake to carry out such an attack due to PoH, as an attacker could DDoS the next stakeholder in line due to the deterministic block creation. If you’re interested in reading more about some of Solana’s vulnerabilities, Justin Bons, founder and CIO of Cyber Capital, have an interesting Tweet thread about it here.

Even with Solana’s apparent risks and worries, the blockchain still has processed the most transactions, more than all other major networks combined. And it has a plethora of financially strong backers to help iron out these wrinkles. Among them is the CEO of FTX, Sam Bankman-Fried.

A strong point of these financial muscles can be seen in the recent Wormhole hack, which is a bridge linking Ethereum to Solana. About $320 million was stolen in this hack, and the Solana side of the bridge was the one suffering. After a short time, Wormhole announced that funds had been restored, and the one who covered was the trading company Jump Trading. This shows how deep pockets the Solana backers and community have and is willing to put up to keep moving forward.

Having said all this, Solana could still prove to be a good choice for games, but time will tell if the Solana community manages to deal with the apparent flaws in the blockchain. There should at least be enough money to fund such problem-solving, and it seems the community is stronger than ever due to the recent NFT hype.

Binance Smart Chain

Binance has a large launchpad for NFTs called Binance NFT Launchpad. Having some of the NFTs launched on Binance’s launchpad would assure a wide reach within the crypto community, and it’s a good choice for a blockchain agnostic game, reaching communities on several blockchains.

BSC has a lot of projects on their launchpad, and there’s a feeling of quantity over quality when browsing through the projects. We’re not saying that The Harvest is a low-quality project, but if launched on BSC, it will be accompanied by many projects with varying quality.


Who is on the team?

  • Jordi Guerrero – Team Director
    • Technical Director & Co-Founder (Jun 2018 – present) at The Breach Studios
    • Technical Director (Jan 2018 – May 2018) at Scopely
    • Technical Director / Architect (Sep 2013 – Sep 2017) at King
    • Lead Game Developer (Sep 2012 – Aug 2013) at King
    • Lead Enginge Programmer (Sep 2010 – Sep 2012) at Ubisoft
    • Senior Engine Programmer (Jul 2009 – Aug 2010) at Ubisoft
    • Senior Engine Programmer, graphics (May 2007 – Jun 2009) at GRIN Barcelona
    • Senior Programmer, graphics lead (Mar 2006 – Apr 2007) at Digital Legends Entertainment
    • Senior Graphics Programmer (Mar 2005 – Jan 2006) at Holomatix Ltd
    • Graphic Engine Programmer (Oct 2000 – Dec 2004) at Sony Computer Entertainment Europe
  • Guillem Serret – Art Director
    • Lead Concept Artist / Art Director (Nov 2018 – present) at The Breach Studios
    • Freelance: Lecturer in Concept Art (Feb 2021 – Jul 2021)
    • Senior 2D Artist (Dec 2014 – Nov 2018) at Social Point
    • Concept Artist (Jun 2014 – Dec 2014) at Mago Production
    • Concept Artist (Mar 2011 – May 2014) at Kotoc
  • Ferran Puntí – Studio Manager
    • Co-Founder & CEO (Jun 2018 – present) at The Breach Studios
    • Associate Professor (Jan 2016 – present) at Tecnocampus – marketing in video games and leadership and team management
    • Founder & eSports Football Clubs Relations Director (Jan 2017 – May 2018) at eFootball.Pro 
    • Founder & Marketing Director (Oct 2011 – May 2018) at Kerad Games
    • Founder & CEO (Oct 2011 – Sep 2012) at Siena Games
  • Ivan Magrans – Producer
    • Producer (Jul 2021 – present) at The Breach Studios
    • Co-Founder and Member of the Board (Jun 2018 – present) at The Breach Studios
    • COO (Nov 2018 – Jun 2021) at LVP
    • Technology Director (May 2018 – Nov 2018) at LVP
    • Agile Coach (Jan 2017 – Apr 2018) at eFootball.Pro
    • Studio Manager (Jan 2016 – Apr 2018) at Kerad Games
    • Product Owner (Oct 2012 – Dec 2015) at Kerad Games
    • Owner (Jun 2000 – Dec 2012) at Mediavida
    • Owner (Jan 2010 – Jan 2012) at Dark Online
  • Adrian Scolari – 3D Art Director
    • Lead 3D Artist (Oct 2018 – present) at The Breach Studios
    • Freelance: 3D Artist (2018 – present) at Dekogon
    • Freelance: 3D Artist (2017 – present) at KAOSMOS
    • 3D Senior Environment Artist (Nov 2016 – Jun 2017) at ALEA
    • Senior Environment Artist (Jul 2010 – Oct 2016) at Gameloft
  • Gabriel Galvao – Senior 3D Modeller
    • Lead 3D Character Artist (Jun 2021 – present) at The Breach Studios
    • Sr. Game Artist (Oct 2018 – May 2021) at Globant
    • 3D Artist (Apr 2015 – Jun 2019) at Pixowl
    • 3D Artist (Oct 2016 – Oct 2018) at Etermax
    • Freelance: 3D Artist (Sep 2015 – Nov 2015) at Intel Corporation
    • 3D Artist (Mar 2013 – Mar 2014) at Gamelost
  • Raul Garcia – Marketing Director
    • Marketing Manager & Co-Founder (Sep 2018 – present) at The Breach Company
    • Lecturer of Interactive Digital Content (Apr 2018 – Jun 2021)
    • Co-Founder (Oct 2014 – Jun 2018) at Talking About Media
  • Javier Rolff – Senior Unreal Developer
    • Sr. Game Developer (Feb 2021 – present) at The Breach Company
    • Sr. Game Developer (Sep 2020 – Dec 2020) at Freeverse.io
    • Freelance: Unity Game Developer (Mar 2020 – Jul 2020) at ZeptoLab
    • Lead Engineer (Mar 2019 – Feb 2020) at Scopely
    • Sr. Game Developer (Mar 2018 – Mar 2019) at Scopely
    • Lead Game Developer (Aug 2016 – Oct 2017) at Tangelo Games Corp.
    • Sr. Game Developer (Aug 2012 – Aug 2016) at NGD Studios
    • Team Leder (Apr 2010 – Mar 2012) at Band of Coders
    • Analyst Developer (Mar 2008 – Apr 2010) at Technosoftware
  • Olga Nikulenko – Senior Unreal Developer
    • Game Developer (Jul 2021 – present) at The Breach Company
    • Game Developer (Dec 2020 – Jun 2021) at Appnormals Team
    • Gameplay Developer (Sep 2019 – Mar 2020) at The Breach Company
    • Game Developer (Apr 2017 – Jun 2019) at Kikai
    • Game Developer (Jun 2016 – Jan 2017) at Tatem Games
    • Game Developer (May 2015 – Jun 2016) at Volia Software
    • Game Developer (Apr 2014 – Mar 2015) at 4A Games
    • Game Developer (Oct 2010 – Mar 2014) at Vogster Entertainment
  • Eduardo Galan – Principal Tech Artist
    • Principal Technical Artist (May 2021 – present) at The Breach Studios
    • Lead Technical Artist (May 2020 – May 2021) at Piccolo Studio SL
    • Sr, Technical Artist (Oct 2017 – Apr 2020) at Piccolo Studio SL
    • Technical Artist (Jun 2019 – Sep 2019) at THQ Nordic
    • Lead Programmer (Nov 2016 – Jan 2018) at Alike Studio
    • Shader Artist / VFX / Programmer (Jan 2016 – Oct 2016) at Piccolo Studio SL
    • Game Developer (Feb 2015 – Dec 2015) at Akamon Entertainment
  • Oscar Sans – Former Tech Artist (currently Smilegate)
    • Senior Technical Artist (Jun 2020 – present) at Smilegate Barcelona
    • Senior Technical Artist (Jun 2019 – May 2020) at The Breach Studios
    • Technical Artist (Aug 2013 – Jun 2019) at Limbic Entertainment
  • David Notivoli – Lead 3D Animator
    • Animation Lead (Jun 2021 – present) at The Breach Studios
    • Senior 3D Animator (Jun 2018 – May 2021) at Tequila Works
    • Freelance: 3D Character Animatior (Mar 2016 – May 2021)
    • Animation Supervisor (Aug 2017 – Apr 2018) at Able&Baker
    • Senior Character Animator (Apr 2017 – Jun 2017) at Tequila Works
    • Senior Character Animator (Dec 2016 – Jan 2017) at Rokyn
    • Freelance: 3D Animator (Aug 2016 – Oct 2016) at Tequila Works
    • Character Animator (Apr 2016 – Jun 2016) at Digital Legends Entertainment
    • Animation Supervisor (Apr 2015 – Jun 2015) at arx anima
  • Lorena López – Senior 3D Animator
    • Senior Animator (Jan 2022 – present) at Tequila Works
    • Senior Technical Animator (Sep 2021 – Dec 2021) at Alkimia Interactive
    • Lead 3D Animator (Jun 2020 – Sep 2021) at Herobeat Studios
    • Senior Technical Animator (Apr 2020 – Jun 2020) at Omnidrone
    • Senior 3D Animator (Oct 2018 – Apr 2020) at The Breach Studios
    • 3D Animator (Jun 2015 – Sep 2018) at Social Point
  • Diego Sese – Lead Game Designer
    • Senior Game Designer (May 2021 – present) at The Breach Studios
    • Game Designer (May 2019 – May 2021) at Aeria Games
    • Senior Product Coordinator (Jan 2019 – May 2019) at Aeria Games
    • Product Coordinator (Dec 2017 – Dec 2018) at Aeria Games
    • Junior Product Coordinator (May 2017 – Nov 2017) at Aeria Games
    • Game Designer / Product Manager (Jul 2016 – Feb 2017) at Koth Studio
  • Bogdan Todor – Senior Level Designer
    • Software WA Concultant (Jun 2021 – present) at Deloitte Digital
    • Test and Integration Engineer (Nov 2020 – jun 2021) at IDEMIA
    • Software Test Engineer (Feb 2020 – Nov 2020) at Luxoft
    • Level Designer (Feb 2019 – Jan 2020) at The Breach Studios
    • Level & Mission Designer (May 2017 – Feb 2019) at Ubisoft
    • Software Tester (Sep 2016 – Mar 2017) at Ubisoft
    • QC Tester (Jun 2010 – Aug 2016) at Ubisoft


  • Andres Bilbao – Seed Investor
  • Caio Jahara – Blockchain / Marketing
  • Antonio Viggiano – Blockchain
  • Ye Li – Senior Economist

Team assessment

The team at The Harvest is solid with lots of relevant experience. The team members and advisors are listed clearly on The Harvests website, with good descriptions of themselves and notable previous experiences. 

However, we found it interesting that looking at the team listed on their LinkedIn profile only showed their advisors and no other team members. To find the team members’ LinkedIn profiles, we had to figure out that their pictures on their website linked to that respective team member’s LinkedIn profile. A weird choice, though not a big issue. 

At the time of writing, the team at The Harvest is currently hiring people in eight different positions, spread across the fields of engineering, art & design, and business development. There are no available positions in game design at this moment.

We find the team working on The Harvest to be diversified and experienced in their respective fields. Given how strong this team looks, we’re excited to see what they can deliver as we go forward.

Do They Have Relevant Experience?

The team members working on The Harvest have relevant experience in their respective fields. As seen from the team member listings above, we can see that almost all of their team members have worked in similar roles in previous work relations. Having so much prior experience for each member is a tremendous positive for the team. This helps solidify their roles within this team and gives us confidence in their abilities to achieve great results.

Looking at their team director, Jordi Guerrero, has been in the position of technical director for almost a decade while also inheriting experience within engine programming from studios such as Ubisoft and Sony Computer Entertainment Europe (SCEE).

Gabriel Galvao is the team’s 3D art director and has experience from working for just over six years as a senior environment artist in Gameloft. Their lead 3D animator, David Notivoli, has experience in animation, both as an animator as well as supervising, for about seven years.

Although the members at The Harvest don’t have vast experience from a lot of previous AAA titles, such as the team working with Parallel, they still have a strong foundation of members that have been in their respective roles for a long time.

Considering the work they’ve already done, such as the gameplay we’ve seen, we’re confident in this team as a whole and can only echo our previous statement; we’re excited to see what they’re able to deliver as we go forwards.

Who Are Their Backers?


Game Developer’s roadmap

By looking at The Harvests’ roadmap, we can see that the goals achieved have been marked green, including creating four total heroes, the first AI monster, and network framework 1.0, to name a few. 

The team is currently working on creating NFT cards, matchmaking, card evolution in-game, and PVE 1.0, which should be completed by Q3 2022. 

By Q1 2023, the game hopes to open a BETA-version and create a friend system, season pass, battle pass, and hero icons. 

By Q2 2023, we can expect early access to this project and a final game release in mid to late 2023. 

It is very exciting to see that we are only a year away from seeing this game in action, and we are interested to know if they can stick to their timeline. 

Alpha Team’s Thoughts on the Roadmap

From what we see, the team has  been able to stick to their timeline in the roadmap so far. The roadmap is direct and simplified, so we hope the team has included enough time to achieve their goals. We do see some goals in the future, such as “+1 new hero”, which has already been achieved before, and as we know, the more often something is done, the easier it becomes. 

Each goal has a few sets of tasks the team wants to complete, and the team for The Harvest has both relevant and specific experience, so we see no reason why they wouldn’t be able to achieve their goals.

Meanwhile, we will be keeping an eye on this project to see how they evolve with time. 

Guild Facilitation

The Harvest doesn’t seem to be a game with guilds as a primary focus. We get the feeling that this game tries to capture a broader audience of individuals playing competitive shooter games, much like web2 games such as Fortnite and APEX Legends. However, it is not hard to imagine a group of friends or a traditional guild in the web2 sense grouping up to play a game of The Harvest together. Still, from what we can see, the web3 type of guild is not necessarily catered to with delegations and rentals.

We see several games turning away from the guild focus central to most NFT games only a few months ago. We believe this is a general change in narrative and focus for the whole industry.



Alpha Teams General Thoughts On The Whitepaper

The Harvests’ whitepaper is in the GitBook style and has most of the information we’ve come to expect from web3 game projects. It has large amounts of lore, which is much appreciated, giving insight into the backstory of the game’s setting and relation to each civilization.

Although the whitepaper got most of the information we sought, some sections could be more fleshed out, and some could be consolidated into one. While reading it, we get the feeling that it is somewhat unstructured and unpolished, although there’s information enough to give us the general idea of the game and its systems. However, we would like to know more about the token distribution and would appreciate information on which blockchain they’re building on in the whitepaper itself.


PlatformFollower Count

Disclaimer: The follower count might change slightly from day to day. 

Social Media Followers Count

When scrolling down to the end of The Harvests’ website, we found options to click on their social media profiles, including Discord, Twitter, Instagram, and Youtube, which is what we will be focusing on.

Starting with Discord. The server has 12,251 followers, and once joining in, there will be several channels to explore, such as the general chat, events, and lore. In addition, they also have a server featuring social media, where they share posts and updates to their Discord followers. 

The Harvests’ Twitter has just over 6,500 followers, and according to the profile, they joined Twitter in March 2019. Through links added to their Twitter, anyone could find information to join the Discord server and visit their homepage.

By using the number of followers, followed by the number of interactions, we see that the Twitter profile has an engagement rate between 0,08%-0,5%, with most posts reaching about 0,1-0,3%. However, this does not consider the followers who get the tweets on their timeline when scrolling. When scrolling through their Twitter, we can see multiple different profiles who have given The Harvest a shoutout or even collaborated with them in one way or another. It doesn’t look like The Harvest doesn’t follow a set of daily posts; we find them to post 2-12 posts daily, including retweets. 

The project has 312 followers on Instagram, promoting their Discord in their bio just like on Twitter. It seems like the account posts 2-9 posts weekly, often sharing their future goals, ambassadors, artwork, and in-game characters. Based on their following, we think they have a fair amount of engagement on their Instagram.


This project also has a YouTube channel with 358 subscribers and 12 uploaded videos. The videos last from anywhere between 32 seconds to 2 minutes and 20 seconds, often featuring news such as their NFT sales, game concept, and champions in the game. 


The Harvest is an exciting project that we’re really looking forward to seeing the progress on. The lore is in-depth and the team behind The Harvest has gone above and beyond to make an interesting universe for us to delve into. Their details and story about the different civilizations are intriguing, and we’re excited to see how it all plays out. We hope the team will keep the focus on the lore as well as the game itself.

The game is meant to be competitive. The creators have included different fair play elements in their game, such as balanced maps and several ways for gathering essence. The game gives you the opportunity to play according to your preferred playstyle while keeping its focus on being balanced to make sure no team has advantages in-game.

A somewhat lacking whitepaper is something we’re a bit disappointed in, however. We would’ve liked to see more information about the token distribution and how the play-to-earn will function and be balanced out to keep from inflation and deflation.

Their team has solid experiences from companies such as; Ubisoft, Gameloft, and Sony Computer Entertainment Europe (SCEE), and they keep seeking more team members to join their team. 

In conclusion, our overall conviction is high with this project, and we’re looking forward to seeing if The Harvest’s team will succeed in its goals of making The Harvest a competitive game in the GameFi space.

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