You're Switching from Harvest.
Here's Why Game Composers Choose Nexa.

Harvest
$13/mo
$156/year — every year, forever
Nexa
$279
Once. Own it forever.
or 3 payments of $99
Break even in 21.5 months. Then it's free forever.
"Switched from Harvest after the last price increase. Nexa does everything I needed for $279. Wish I'd done it sooner."
— Verified Game Composer, former Harvest customer

The Bottom Line

Game Composers on Harvest pay $13/month — $156/year. Over three years, that's $523. Nexa is $279 once. Break-even runs about 21.5 months. The median Game Composer earns $45,000/year, so Harvest's annual cost is roughly 0.3% of typical revenue — every year, forever.

Key Numbers

$45,000
Median Game Composer income
3.5%
Typical SaaS spend as % of revenue
21.5 mo
Break-even vs Harvest
$244
3-year savings switching to Nexa

What Harvest Is Costing You

The Damage

Harvest monthly $13/mo
Annual drain $156/yr
Year 2 (11.4% SaaS inflation) $174
Year 3 $194
3-year total $523

That's $523 gone. And you don't own anything. Stop paying, lose access.

Your Harvest subscription has cost you $0.00 since you opened this page.

Why Game Composers Leave Harvest

✗Per-user pricing: 10 users = $110-$140/mo
✗Forecast add-on adds another $5/user/mo
✗Full workflow (Harvest + Forecast): ~$480/mo for 30 users
✗No built-in PTO/leave management
✗Just time + invoicing - need other tools for CRM/scheduling
✗Added a new forecasting tool as a separate product... costs additional monthly fee per user
✗Instead of extending Harvest capabilities, they froze features and charge more
✗The hidden application fee structure makes it most expensive despite appearing affordable
Game Composers are leaving Harvest every week.

You're not the only one who's had enough.

Why This Matters for Game Composers

Game music isn't a track that plays start to finish — it's a system, and that changes how every morning goes. I'll write an exploration theme that has to loop seamlessly forever without a seam a player would notice on the hundredth lap, then build it in vertical layers so the music can swell into combat and ease back to calm as the gameplay does. By mid-morning I'm in a call with the audio programmer, setting up the cues in Wwise — defining the transition rules so the stealth bed crossfades into the chase music on a musical beat, not a jarring cut, because a beautiful track that switches badly breaks the whole feel. After lunch I test against a real build of the game, hearing my music react to actual play, and find a transition that thuds, so I rework the exit tail. Afternoon brings the business reality of indie work: the studio's on milestone funding, the last payment is overdue, and I have to chase an invoice from people I genuinely like and want to keep working with. Then the designer mentions a brand-new biome and a boss that weren't in the original brief, all needing music — scope quietly doubling because the game itself is still being built. I note it for the next milestone and get back to making a world sound alive.

Game Composers face unique challenges: Writing music that loops seamlessly and layers adaptively — combat, exploration, stealth — so it reacts to gameplay instead of playing as a linear track. Implementing in Wwise or FMOD with the audio programmer, where a great track that doesn't transition cleanly between game states is useless. Indie studios on milestone funding pay late or run out of runway mid-project, leaving cues delivered and invoices unpaid. Endless scope from a game that's still being designed — new levels, new enemy types, new menus all need music that wasn't in the original brief. On top of all that, Harvest charges $13/month ($156/year) — money that comes directly from your revenue. The median Game Composer earns $45,000/year. Software at $156/year is a meaningful percentage of that income, every year, forever. And you do not own anything.

Your Cubase or Reaper DAW is yours. You bought it once. Nexa works the same way — $279 once for invoicing, scheduling, CRM, time tracking, and full accounting. All connected. All offline-capable. You own it like you own your tools.

Your Full Stack Cost

Harvest is just one piece. What else are you losing money on?

Want this breakdown emailed to you?

Your exact Harvest cost, full stack total, and what switching saves. 10 seconds.

"I was paying Harvest $13/month and didn't question it until I did the math. $523 over 3 years for tools I don't even own. Nexa was $279. Once. Done."
— Game Composer business owner

What You Get Instead

Feature Harvest Nexa
Invoicing ✓ ✓
Scheduling ✗ ✓
CRM ✗ ✓
Time Tracking ✗ ✓
Full Accounting ✗ ✓ (SIMPL)
Task Management ✗ ✓
Price $13/mo forever $279 once
or 3 × $99
3-Year Cost $523 $279
Stop paying? Lose everything Keep everything forever

Switching Takes 1-2 Days

Most game composers are fully switched before the weekend.

1

Export your data

Go to Settings → Manage → Export. Download time entries, invoices, and expenses.

2

Set up Nexa

10-minute setup. Import your client list and project structure.

3

Start tracking in Nexa

Begin using Nexa time tracker. Import historical time data if needed.

4

Cancel Harvest

Cancel subscription. Download a final export for your records.

✓ Run both in parallel. Cancel Harvest when you're confident. Zero risk.

What game composers actually deal with

A day in the life of a game composer

Game music isn't a track that plays start to finish — it's a system, and that changes how every morning goes. I'll write an exploration theme that has to loop seamlessly forever without a seam a player would notice on the hundredth lap, then build it in vertical layers so the music can swell into combat and ease back to calm as the gameplay does. By mid-morning I'm in a call with the audio programmer, setting up the cues in Wwise — defining the transition rules so the stealth bed crossfades into the chase music on a musical beat, not a jarring cut, because a beautiful track that switches badly breaks the whole feel. After lunch I test against a real build of the game, hearing my music react to actual play, and find a transition that thuds, so I rework the exit tail. Afternoon brings the business reality of indie work: the studio's on milestone funding, the last payment is overdue, and I have to chase an invoice from people I genuinely like and want to keep working with. Then the designer mentions a brand-new biome and a boss that weren't in the original brief, all needing music — scope quietly doubling because the game itself is still being built. I note it for the next milestone and get back to making a world sound alive.

The tools a working game composer actually owns

Local game composers on Nexa

Real game composers near you who run their business on Nexa — book directly, no platform fee. Are you a game composer? Post your business and get found in your area — $2.99 one-time. Or browse every game composer on Nexa →

FAQ

Is Nexa really a Harvest replacement for game composers?

For solo operators and small teams (1-5), yes. Nexa includes invoicing, scheduling, CRM, time tracking, task management, and full accounting. Harvest may be better if you have a large team (10+) or need enterprise-specific features.

$279 seems like a lot.

It's $7.75/month over 3 years. Harvest is $13/month — that's $523 over 3 years. Which is more? And if you'd rather split it, Nexa is also available as 3 payments of $99.

Can I pay in installments?

Yes. Nexa is $279 as a one-time payment, or 3 payments of $99 ($297 total). Either way it's a one-time purchase — no subscription, no recurring fees ever.

What if I don't like it?

30-day money-back guarantee. Full refund. If Nexa doesn't save you $500 in year one, you get every penny back.

Can I import my Harvest data?

Export your data from Harvest as CSV, import into Nexa in about 5 minutes.

Game Composers in Ontario

The average solo operator there spends about $2,592/year on software — and Game Composer face their own version of that math. CA state licensing requirements apply.

Numbers reflect typical solo operators in the Ontario metro. Your situation will vary.

If You Need These — Nexa Has Them

Specific gaps Game Composers run into with Harvest, and what Nexa does instead.

✗
Harvest gapScheduling
✓
NexaBuilt-in scheduling and booking — no separate tier.
✗
Harvest gapCRM
✓
NexaFull CRM module included in $279.
✗
Harvest gapFull financial suite
✓
NexaBuilt into Nexa’s $279 once purchase — no separate add-on.
"Harvest raised prices again and I was done. Found Nexa — $279 once. I own it. No more 'we're updating our pricing' emails. Best business decision this year."
— Game Composer, switched from Harvest

Stop Losing $156/Year to Harvest

$523 over 3 years. Or $279 once (or 3 × $99). Own your tools.

Get Nexa — $279 Once
or 3 payments of $99
✓ 30-day money-back guarantee — save $500 or full refund

Also Compare