Harvest of Horror

When veggies rot… they rise.

Inspiration We wanted to create something weird, fun, and different from the zombie genre. The idea struck while joking about the sad state of our fridge, where old vegetables go to die (or… come back?). That led to the concept of zombie vegetables, and Harvest of Horror was born there.

We chose a timid little radish as our protagonist, not a typical hero, because we wanted the game to be about unexpected bravery. It’s not about being the strongest. It’s about rising up, even when you’re scared.

What it does Harvest of Horror is a top-down action game where you play as Radd, a small and shy radish fighting to survive in a world overrun by rotting veggie zombies. Armed with kitchen tools and powered by harvested nutrients, Radd must slash, splatter, and escape through creepy environments like:

A moldy Pantry An icy Freezer A buzzing Garden And a decrepit Barn, where the monstrous Pumpkin King awaits

The game features dynamic character art, expressive animations, and fluid, fast-paced combat wrapped in a quirky horror-comedy aesthetic.

How we built it We started with concept art and level sketches, building the core game loop in [Game Engine Name] using [Language/Tools]. From there, we developed a modular enemy system and implemented juicy hit effects to make combat feel satisfying. Our artists created exaggerated animations and expressive enemy designs to bring the undead veggies to life.

Challenges we ran into Balancing horror and humor without losing the tone Designing a hero that feels vulnerable, but still fun to control Creating enemies that feel unique and themed to their environment (like frozen peas that explode or garlic that releases poisonous gas)

Accomplishments We’re proud of creating a world that’s both spooky and silly, making players genuinely care about a tiny radish pulling off a boss fight that’s gross, epic, and surprisingly emotional

What we learned Underdog characters are powerful storytelling tools Visual effects and animation can elevate gameplay more than we imagined Even a ridiculous idea—like veggie zombies—can grow into something meaningful with the right care

What’s next Adding voiceover and cutscenes to explore Radd’s backstory Expanding the gardening system for growing weapons and allies Polishing the UI and performance for mobile/console platforms Launching a demo and gathering community feedback

Built With Meta Horizon Blender, ZBrush, Photoshop Scripting in TypeScript

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