Info about Coin Harvest:

Official game description:
Coins pour from a pipe and pile up on your plateau. Robotic arms swing through the heap and sweep them over the edge into their chutes, and every coin that falls in pays. That's the loop. Now make it bigger.
Click Pour to drop more coins, or unlock Auto Flow and let the pipe run on its own. Click fast and a boost multiplier builds up. Unlock up to six islands in each realm, each with its own arm, and upgrade each arm's speed, size, magnetism, lucky drops and critical hits. Bronze coins give way to silver, gold, platinum, diamond, emerald and ruby, each worth more than the last.
Six realms stand between you and the top, from Brass to Frost. Every realm has its own coins and islands, plus a rule that changes how it plays. Heavy Coins pour slowly but pay more, Sparkling Crits land often and hit hard, and Frozen Time makes boosts last longer. Move coins between realms at the Exchange. The realms you leave behind keep earning a share while you play another.
When a realm has earned enough, ascend. It starts over, pays out crystals and opens the next realm. Crystals go to the Crystal Shop: permanent upgrades that survive every ascension (more income, free islands, cheaper exchanges, the Auto-Pour ability) and one-off boosts like Gold Rush and Time Warp.
The whole thing runs as a small transparent widget on your desktop. Drag it wherever it fits and keep it on top if you like. It keeps earning while you work or play, and you can switch to fullscreen at any time.

Release date: Oct 19, 2026

Categories: Incremental Game, Idle Game, Clicker Game, Prestige Mechanics, Idler, Automation Game, Coin Pusher Simulation, Number-go-up Progression

Feature scans:
- Proton/Linux: score 5; verdict: Unverified; No Linux/Proton Friction Evidence; summary: The dataset contains no user reviews describing Linux or Proton compatibility. The only provided note says Steam Deck compatibility is officially Unknown, so Steam Deck or Linux functionality should not be assumed. No Linux-specific crashes, launch blockers, anti-cheat failures, performance issues, or required workarounds are documented. The score reflects the absence of Linux/Proton friction evidence, not confirmation that the game works well.

- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: 2.0h
  - Story completion: N/A
  - Session length: 1.0h
  - Endgame: 24.0h
  - Reasoning: Completion reports vary from about 30 minutes to roughly 5 hours, with one review saying the game can be beaten in a couple of hours; I use about 2 hours as a central practical completion estimate. The post-completion achievements require at least 24 hours of playtime and seven consecutive days of logins, so 24 hours is the clearest numeric endgame threshold. The session comment about being hooked for a whole hour directly supports a roughly 1-hour session length. No review provides a story-specific completion time, so storyCompletion is null.
- Time-to-fun:
  - Summary: Coin Harvest is immediately enjoyable as a relaxing incremental loop with satisfying automation and progression, but several players find the novelty fades quickly, with repetition reported after roughly 10-15 minutes.
  - Stance: Fun then drops
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: Unclear progression for some players
  - Unlock drivers: N/A
  - Conditions: Enjoyment depends on liking incremental progression; Appeal is strongest for idle-game enthusiasts; Tolerance for repetition affects continued enjoyment
- Player Archetypes:
  - Low-Attention Check-In Casual (buy)
    - Motivation: Chill background entertainment and steady economic progression
    - Playstyle: Checks in periodically and observes the game while doing other activities with minimal attention
    - Experience: mixed
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Idle Genre Fan Seeking Depth (no buy)
    - Motivation: Sustained idle progression and genre-appropriate long-term systems
    - Playstyle: Compares the game to idle-game expectations and judges it by depth, longevity, and value
    - Experience: familiar
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: N/A
  - Achievement-Focused Completionist (no buy)
    - Motivation: Completing achievements through reasonable, satisfying progression
    - Playstyle: Finishes the game quickly and evaluates achievement structure and completion fairness
    - Experience: familiar
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Relaxing and chill incremental experience (weight 0.64): Reviewers describe the game as a fun, relaxing incremental experience that is satisfying to check on every now and then.
- Interconnected multi-map economy (weight 0.58): Multiple maps can be managed simultaneously and trade currency with each other, with cross-map transfers letting new maps boost old ones instead of restarting from zero.
- Deep upgrade and ascension systems (weight 0.48): The game offers many upgrade avenues including permanent buffs, in-run buffs, and item buffs, and the ascension system creates an enjoyable cycle of rebuilding stronger operations.
- Interesting coin pusher concept (weight 0.47): The coin pusher machine concept is considered interesting and promising, especially in the demo version, and the coin catalog is enjoyable.
- Satisfying active-to-idle progression (weight 0.39): Players enjoy the transition from active clicking to passive income generation, finding the idle gameplay rewarding with a strong sense of achievement.
- Solid content and variety (weight 0.37): The game has a solid amount of content, with a growing variety of collectible materials that reinforces the feeling of advancement and realm modifiers that provide welcome variation.
- Well-balanced early game (weight 0.27): Early-game balance was good, and the game finds a balance between incremental and idle design.
- Clear audio-visual feedback (weight 0.25): A clear obvious sound plays when the big golden coin appears to be cashed in for a bonus, and the game has nice general music and atmosphere.
- Enjoyable falling coin gameplay (weight 0.25): Players who love falling coins and gathering them will highly praise the game, and the first area entertained the reviewer.
- Quality-of-life upgrade sorting (weight 0.15): Upgrades automatically sort by cheapest price at the top, improving usability.
- Efficient currency exchange mechanic (weight 0.15): Using a high exchange rate to quickly convert currency and max out the previous level's upgrades is a neat idea.

Common complaints:
- Repetitive and monotonous gameplay (weight 0.97): Many players find the game highly repetitive and monotonous, with the same upgrades and mechanics repeated across all areas. The fun typically wears off within 10-60 minutes as no new gameplay is introduced.
- Bugs and lack of polish (weight 0.8): Bugs occur almost every run, such as upgrade buttons becoming unclickable until restart, arms sinking under the map, and incorrect readouts. The game feels unpolished, possibly untested, and AI-generated.
- Individual arm upgrades cause tedious clicking (weight 0.56): Each mechanical arm on every map must be upgraded individually with no batch or unified management system, leading to excessive repetitive clicking. This design feels outdated and adds unnecessary tedium.
- Unreasonable time-gated achievements (weight 0.56): Achievements require 7 consecutive days of login and 24 hours of playtime, which is unreasonable for a game completable in one sitting. Players feel this is an extra slap in the face.
- Progression is unclear and identical (weight 0.46): Progression is zero and unclear, with each world following an identical pattern of early stall, progress, then stalling again. There is literally zero difference between areas in upgrades and mechanics.
- Poor balance and exchange cap reduction (weight 0.46): A modification drastically reduced the upper limit of the exchange system, dampening the enjoyable feeling of exchanging from high to low. Late-game balance is bad and mechanic balance is not well done.
- Translation and text issues (weight 0.44): Item descriptions and many other texts do not fit on screen. The translation reads awkwardly, possibly machine-translated, and 'mechanical arm' is translated as 'island'.
- Lacks content and strategic depth (weight 0.42): There is no content, strategic depth is relatively modest, and there is little narrative development or meaningful challenge beyond managing progression. The developer's content output seems limited.
- Arms feel identical across maps (weight 0.38): The six mechanical arms per map look different but their underlying upgrade frameworks are nearly identical, so novelty only lasts through the first map. Every future dimension is just a lazy stat change.
- Poor idle game experience (weight 0.36): The game is awkward to play as an idle game: the window cannot be made transparent or resized smaller. Passive gameplay may feel insufficiently interactive for players who prefer direct control.
- Coin despawn mechanics are nonsensical (weight 0.36): When the maximum coin limit is reached, coins despawn randomly instead of despawning the oldest coin. Despawned coins are still counted as collected, and the arms meant to pull coins have little to do.
- Feels like a low-quality mobile idle game (weight 0.34): The game feels like a low-quality mobile idle game seen in ads, with simple graphics and mediocre execution. It feels like a lazy attempt with zero game development knowledge.
- Not fun and not worth playing (weight 0.3): The game is not fun in its current state, not interesting, and not worth playing according to some reviewers.
- Incorrect UI readouts and previews (weight 0.25): In some instances when upgrading or exchanging, readouts show 1.5 instead of 1.5k. When set to buy the maximum amount, the preview shows the bonus after purchasing everything rather than after purchasing what is affordable.
- Excessive AI usage beyond disclosure (weight 0.25): Far more AI is used than the developer's AI disclosure leads players to believe. The game feels like the developer did not playtest it and generated it with AI.
- Demo stretched into longer levels (weight 0.24): The demo was stretched into 11 levels, each taking longer to complete than the last, resulting in heavy content reuse and insufficient polish.
- Auto-clicker issue on leaderboard (weight 0.22): The game does not account for auto-clicker users despite having a leaderboard system ranking players against each other. The crystal shop's time skip feature makes it easy to auto-complete every section.
- Repetitive restarts feel tedious (weight 0.22): Repeatedly restarting familiar systems may eventually feel tedious, and environments and machinery may become repetitive during extended sessions.
- No cloud save support (weight 0.13): The game lacks cloud save support, which is a notable omission for players.

Gameplay feedback:
- Idle incremental game core (weight 0.82): The game is fundamentally an idle incremental game with prestige resets and permanent upgrades. Players upgrade robotic arms to collect coins in a coin pusher style simulation.
- Robotic arms and coin collection (weight 0.8): Coins pour from pipes onto platforms and robotic arms sweep them into chutes. Arms can be upgraded with traits like speed, collection area, magnetism, lucky drops, and critical hits.
- Currency exchange between maps (weight 0.62): An exchange system allows players to trade currency between maps, with higher-level map currency converting to more lower-level currency. Older locations continue producing earnings to speed development.
- Multiple maps with shared progression (weight 0.55): The game features multiple worlds that share the same progression structure. After prestige, players can enter new maps with different mechanics and realms.
- Ascension resets with crystal rewards (weight 0.48): Players fill an ascension bar in each world to reset progress and earn crystals. These crystals are used to purchase permanent improvements and can be carried into the next map.
- Manual clicking and auto pouring (weight 0.44): Players manually click to produce coins, with faster interactions building a temporary multiplier. Automated pouring becomes available as earnings accumulate, enabling passive income.
- Fast completion via time warps (weight 0.42): Combining full region upgrades with the crystal shop time warp can complete the game in under 30 minutes, aside from two achievements. The game can also be completed in a couple of hours normally.
- Upgrade coin quality and flow (weight 0.36): Players upgrade coin quality and flow to progress through stages of different materials like bronze, silver, gold, and beyond. Permanent, in-run, and item buffs are available.
- Realm modifiers and stats dimensions (weight 0.35): Dimensions change stats, and realm modifiers include Heavy Coins, Sparkling Crits, and Frozen Time. Later maps only add extra effects to the core gameplay.
- Achievement workaround with version swap (weight 0.24): Installing an older version, finishing everything, then updating to the latest version clears the achievements. Achievements also exist for playing 7 days in a row and 24 hours.
- Six islands per realm (weight 0.24): Each realm contains six islands, each with their own robotic arm. This structure repeats across realms from Brass to Frost.
- Coin catalog and leaderboard (weight 0.23): The game includes a coin catalog feature and a leaderboard system that ranks players against each other.
- Temporary bonuses like Gold Rush (weight 0.15): Temporary bonuses include Gold Rush and Time Warp, which provide short-term boosts to coin production or speed up time.
- Early and late game balance (weight 0.13): The game has an early game and a late game with different balance, affecting progression speed and strategy.
- Full screen or minimal mode (weight 0.12): The game can be played minimally on the desktop or in full screen mode, offering flexibility for idle play.

Performance notes:
No performancepoints

Recommendations:
- Enjoyable for idle fans (weight 0.61): Players who enjoy incremental and idle games find the experience satisfying and fun for a few hours. It is particularly appealing to those who like casual games with minimal attention requirements.
- Generic incremental, play alternatives (weight 0.34): Some players find it to be an ordinary incremental game and suggest playing other idle games instead. They advise finding something else to play.

Other player notes:
- Low price, decent value (weight 0.56): Reviewers repeatedly note the game is sold cheaply and offers a reasonable content volume for the price, especially given a roughly five-hour completion time. It compares favorably to pricier titles that are finished faster.
- Desktop companion window features (weight 0.36): The game runs as a small transparent desktop companion window that can be repositioned, with an optional always-on-top setting and a fullscreen mode. These options let players keep the machinery visible while multitasking.
- Active developer update support (weight 0.29): The developer regularly patches bugs and adds new content, with ongoing updates continuing after release. This signals long-term support and reliability to players.
- Balances incremental and idle design (weight 0.28): The game is praised for genuinely blending incremental progression with idle mechanics, unlike many recent 'idle' tagged games that are not actually idle. It is described as better than many fake idle incremental games on the market.
- AI content disclosure questioned (weight 0.27): The developer discloses using AI for store materials and some in-game rendered assets, but one reviewer claims this understates how much AI was used. This raises transparency concerns among players.
- Steam features and 30 languages (weight 0.25): The game includes Steam achievements and leaderboards, and its interface supports 30 languages. These additions broaden accessibility and replay value.
- Steam Deck compatibility unknown (weight 0.24): Steam Deck compatibility is listed as Unknown, and mouse-focused controls make traditional PC use the more dependable option. Players on handheld hardware have no clear assurance of a good experience.
- Solo developer project (weight 0.23): The game is made by a solo developer, which contextualizes the scope and update cadence. One reviewer even compares it favorably to every AAA game.
- Colorful 3D presentation (weight 0.15): The visual style uses colorful environments and simple three-dimensional models. This gives the game a distinct, approachable look.
- Demo coin despawn was better (weight 0.14): One reviewer notes that the demo handled coin despawn behavior better than the current release version. This points to a regression introduced after the demo.
- Comparisons to Cookie Clicker and Shapez (weight 0.13): Reviewers compare its raccoon theme and mechanics to Cookie Clicker and its aesthetics to Shapez 2. These comparisons help set expectations for the incremental genre.
- Looks Roblox-adjacent (weight 0.13): One reviewer says the game looks like something that would soon come to Roblox. This suggests a simple, user-generated-content-adjacent visual style.
- Achievements for long play sessions (weight 0.12): The game includes achievements for 24 hours played and 7 consecutive days played. These reward sustained engagement over time.

Emotions:
- Frustration (weight 0.16): Frustration stems from persistent bugs in every update, achievements demanding excessive playtime in a short game, and a reduced exchange limit. Repetitive arm upgrades, unclickable buttons requiring restarts, and random coin despawning that makes pulling arms pointless further aggravate players.
- Disappointment (weight 0.12): Disappointment arises from a promising demo turning into a padded, contentless release with limited strategic depth and little narrative development. Reused content, poor polish, unbalanced mechanics, and identical areas after the first map make the full game feel worse than the demo.
- Annoyance (weight 0.09): Annoyance is caused by having to re-upgrade every robotic arm skill individually after exchanging money, and achievements requiring 24 hours of playtime and 7 consecutive logins. Clicking upgrade buttons quickly causes arms to sink under the map, and each map's mechanical arms require repetitive individual upgrade clicking.
- Boredom (weight 0.09): Boredom results from repetitive content with no progression and nothing new after 10-15 minutes. Endless repetition of the first map without new gameplay and too many repetitive actions leave players with little to engage them.
- Satisfaction (weight 0.09): Satisfaction comes from the satisfying incremental gameplay loop, watching mechanical arms continuously collect coins, and seeing economic progression. Cross-map currency transfer makes progression smooth, and idle achievements feel fulfilling.
- Dissatisfaction (weight 0.05): Dissatisfaction is driven by the inability to make the window transparent or small, which limits idle play. Poor late-game balance and an apparent lack of testing further reduce the experience.
- Regret (weight 0.02): Regret stems from wasted time and money on a raw and repetitive game.
- Interest (weight 0.02): Interest is sparked by the coin pusher machine appearing in an idle game.
- Appreciation (weight 0.02): Appreciation is for the developer's diligence in rapidly fixing bugs and adding content.
- Contempt (weight 0.02): Contempt arises from the game feeling like an AI-generated, low-quality mobile idle game.
- Relaxation (weight 0.02): Relaxation comes from the calm incremental loop of upgrading arms and collecting coins.
- Mild annoyance (weight 0.02): Mild annoyance is caused by incorrect readouts when upgrading or exchanging.
- Skepticism (weight 0.02): Skepticism arises because the game feels awkward as an idle game.
- Gratitude (weight 0.02): Gratitude is felt because the developers addressed the adjustment promptly and efficiently.
- Convenience (weight 0.02): Convenience is provided by progress continuing in a desktop window while multitasking.
- Tedium (weight 0.02): Tedium results from repeatedly restarting familiar systems through ascension.
- Enjoyment (weight 0.02): Enjoyment comes from chilling and checking on the game occasionally.
- Surprise (weight 0.02): Surprise is caused by the game having no cloud save.
- Confusion (weight 0.02): Confusion arises from achievements requiring long play sessions in a short game.
- Excitement (weight 0.02): Excitement is driven by new maps and mechanics after each prestige and the multi-map currency trading system.}