
Explore a drowned Earth, restore lost systems, and raise the last human seeds in this first-person survival-crafting adventure. Build, scavenge, defend, and launch humanity back to the stars.
Modeled estimate, not a reported figure. How we estimate →
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About
The world you knew is gone.
You awaken as the last active Caretaker, a machine built for one purpose: save humanity. Across a vast ocean covering the ruins of Earth, you must recover human seeds, restore the Lazarus Complex, and prepare the next generation for launch into orbit.
The Last Caretaker is a first-person survival-crafting game about systems, choices, and purpose. Every resource matters. Every structure has a reason to exist. Every success gives humanity one more chance.

Recover human seeds and return them to the Lazarus Complex. Manage their growth, restore memory data, and prepare them for life beyond Earth.
Scavenge abandoned facilities, dismantle wreckage, and recycle materials into tools, weapons, power networks, and essential modules. Restore the machinery needed to keep the mission alive.
Rogue machines, hostile systems and the world itself will push back. Repair and maintain, upgrade your equipment, and protect what remains.
Restore ancient launch infrastructure, chart the ocean, gather resources and memories, and send the humans you raised into orbit. The mission is not survival for its own sake. It is a continuation.
Explore silent Sanctuary docks, Refuel Outposts, Underwater cities, and long-forgotten Seed Vaults. The story is uncovered through places, logs, memories, and the remains of a civilization that tried to outlive its own world.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 191 reviews with recorded playtime.
Reviews
Themes across 191 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
the game is awsome, im afraids of ocean, i havent dived much
edit: This just pisses me off. DLSS, FG, ... is broken since more than half a year. And they customized INI file structure so people cannot tweak the settings. Seems to be intentional to be bad in what they are doing I love this game but don't recommend. Coming back after a couple of months the game plays exactly the same (not in positive way) and seem to have even more bugs than before. There are so many good ideas and a new refreshing take on this genre. The building is just satisfying to me. My points are mostly minor one but they add up for me so quickly. Having fun playing. Let's do this quickly. Why tf it is not working. Minutes later... wtf they just didn't do the obvious but I had to spend minutes on clunky game mechanis rather than enjoying the game. I love the game but... - Changing video settings automatically disables FG while in-game stats still show FG is ON. So not only one but two things not working here lol. Restart helps though - Combat didn't change anything and feels like being in a game like Crime Scene Cleaner just with moving dirt. Did I hit? Did I do damage? Why one pops in a seconds and the other I have to shoot at for 5 seconds? Still critters are 'raining' from above. They jump around wildly until physics pushes them into air to drop on player's head. - Crafting is super cumbersome. Materials and items are automatically used when storage are close enough. This doesn't even cover the whole boat and I have to bring things manually to some spots on my boat. Materials: To do so I need to know what and can add it as a task list. Move back to my storage to get the item but the task list is hidden when in storage so I have to switch in-/out 5x times to get my 10 different times. The task list does not update though and even with all materials in my pocket it is 0/1 because it counts what is already used in the building, which I see anyways when I am at the building. So after in/out of storage I have to check inventory (that also hides task list with requirements). Back at the building I might notice I still missed something because the task list is scrolling and when just having quick look at the list it didn't scroll all down. Items: Some buildings use intermediate products to be built. For those there is a special feature in the fabricator: it indicates what is in the queue and what items have to be produced. The problem it doesn't show what I already have. In the item list, only in when clicking on the queue building. So I have to click back and forth between item to see what is needed than to produce it. Unfortunately there is 'queue missing parts' to do the job for me, which does not work if the target product is not a building but item. Placement: Grid or free placement, nice. but some buildings (eg solar panel) can be placed tightly together but after the first are bilt the other are block. Why not give this information while placing instead when I am already building? - Description: except for some story telling there is no information at all for players. Most things are obvious but the game has lots of unique things that either ease the game a lot or a just necessary. Want to build a small diesel container? First figure out why it is not shown in your personal crafting list and why it is stuck on 'waiting' in the fabricator. If you eventuelly figure it out it makes sense, but why not just add a one liner (waiting for diesel) to save minutes of wasted times of hundreds of players. Photo drone? Why what how when and then? No single helpful word in the game. - Inventory: It's kind of unique... Split is either 1/2 or 5pcs. 15 pcs is 3x splitting to 3 stacks of five with each I have to drag and drop individually in my bag. 'put similar' is not 'similar' (each all items of one categorization) but 'put same' No 'take/put all stack' hot key Strange sorting by some predefined category with default set to 'slot' meaning the order in which the items are in my inventory. It is not a freely organized inventory so I could put my usual thing in the back and have new things at the top. Everything is clustered on to automatically based on when I picked it up. It can be rearranged but only by exchanging places. Difference to sort 'newest' about none. Filter is based on categorization but not all categorization is available as filter. 'Show me all crap' no sir I noticed already with other recent games, devs seem to be completely unfamiliar with common (since decades) CTRL/ALT/SHIFT+LMB(dbl)/RMB management of inventory. I have no clue how you don't know such things. eg SHIFT+LMB: split: dbl click LMB: move, ... (in any kind of variation) Why invent something new with RMB+context menu and random keys?! For casual players this is 'yeah ok a bit different'. For a SW engineer with some UX experience this is WTF. That's a no brainer - Bugs: I didn't experience a lot of bugs and if, they are mostly annoying. There was one when my boat's power overview (oh there are also a couple of thing here lol) got stuck at -10k to -20kw while it was actually +10kw. Not very helpful when I just overcome a power shortage and wanted to check if I am fine again. Again running around for minutes trying to figure out what tf is sucking my power.... reloade fixed it. Obviously the devs have a great vision and seem to go generally in the right direction. I can see they put effort in a lot of things but unforutnately they just planned 1h to talk about and everything not solved in this hour just stays unfinished. At least this is my impression. ... i can craft me a power charging backpack to extend my power but I cannot see its charge?! lol I have to replace a hand tool in my hotbar with the backpack to see its power level. How does this make any sense from usability pov? Diary logs computer... has a data port, which i naturally wanted to use but the cable is missing. Check crafting: no. Check techs: no. Check internet: just ignore and click on keyboard. The same since EA release, which tricked me as I thought they probably added data cables or remove those useless ports but no. Log navigation and UI: some buttons have to be clicked randomly. Hotkeys are wrong or completely weird. If you can ignore all this and much more then this is a really fun game. I hope all the best for the game but if devs don't learn to make more polished games, AI will soon be better than them.
Une pépite ce jeu, j'adore et puis ce n'est que le début ! Après j'ai tellement peur de l'eau c'est une dinguerie, faire des sorties sous l'eau une vraie épreuve à chaque fois. J'ai hâte de voir la suite des mises a jours. Prenez le jeu sans soucis vous allez pas voir le temps qui passe.
Very fun but absolutely early access game. Simple things like being able to control click to split an item doesn't exist. Once these get added it'll be a definite recommend, but if you are ok with dealing with some control and menu jank, this game is super fun. There is so much stuff to see, the best part is reading the logs actually can tell you where some hidden things are and give you some direction. Very excited to see this game developed. Oh but performance is atrocious, beautiful game but still awful performance. I'd call it oilpunk.
Looks amazing, plays very well and only had one crash in 92 hours. If you are a fan of Subnautica, Space Engineers, Astroneer ... this is a no brainer. Loads of content for an Early Access too.
This isn't a normal game. It involves work, trial and error, a learning curve. It required patience and care. It is OUTRAGEOUSLY ambitious. No game has EVER even ATTEMPTED tried to do what it IS DOING. It is one of my favorite games of all time. For reference, my favorite games are: Subnautica VR, The Forest, Morrowind, Minecraft (survival). I value player agency and immersion and this game is up there with those in those terms. It weaves plot and narrative into it's structure even more successfully than any of those games (except Morrowind - which isn't a fair comparison) and represents, to me, a major step forward for sandbox adventure games branching out of the Minecraft lineage of play style. You may not like this game if you: like being guided, knowing what to do, feeling safe and correct. You may not like this game if you: really can't stand bugs and glitches, or really can't stand loosing progress. If you like freedom, discovery, work and reward, invention, trial and error, boats, humans and sunsets. . . this might be the best game ever made.
very poor optimization, anti aliasing just not good jagged shadows. nothing is explained unlocked the resource grinder tool looking to make it, not in player crafter nor in the fabricator. cant pick up the power 4 way port. mega shadows has light artificing and shadow raytracing kills fps, without it shadows and very poor quality even on epic jagged edges.
20% Subnautica 30% Satisfactory 50% Powerwash Simulator I bought the game expecting something like Satisfactory or Star Rupture, but then it ended up mostly being Crime Scene Cleaner with some shooty and some buildy bits inbetween :D That worked out exceptionally well for me, but you need to be able to buy into the bits of the game where you spend hours just collecting, shredding and sorting through everything that's not bolted down.
I found it "Meh" in its current state. Lots of fun physics stuff to play with but other than that enemies are just a bunch of tedious things like worms , slugs and wasps. There are also the sharks, but other than that the world is very dead. Found nothing interesting out of the POIs. Very small tech tree that is clearly still missing a ton of stuff. Character equipment doesnt seem to exist, at least i didn't come across any. The "lore" bits you find are either pointless or downright dumb. Very little of it is interesting and the whole raising humans things is tedious, it just makes a static object with "stats" that you need for certain things. If this is all its meant to be, some single player sandbox, its ok, but very lack-luster. Gave it a lot of time but will drop it till the finished version comes out, even if i doubt anything will be done about objectives or story.
1065 hours played. Take a wild guess.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Languages: English*, French, German, Japanese, Portuguese - Brazil, Simplified Chinese, Spanish - Latin America, Polish, Russian, Ukrainian, Italian, Spanish - Spain*languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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