
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 →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 22.71/day in the week to Sep 1 → 39.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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
Sums Steam only; Epic, Xbox publish no volume signal, so the true total is higher by an unknown amount.
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
Reviews
Themes across 1634 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Latest in each market: best UK #46, worst US #96 · 8 markets collected
US · last 30 days
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Japanese, Portuguese - Brazil, Simplified Chinese, Spanish - Latin America, Polish, Russian, Ukrainian, Italian, Spanish - Spain*languages with full audio support
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Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.6K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is a fun game. It has some optimisation issues, but the core loop is enjoyable, and you are often given enough reward for exploring weird, out-of-the-way areas that it feels nice for doing so. Many puzzles are exploration/environment puzzles, "I can see <x>, but how do I GET it?" and this is great, for me. There are some optimisation and graphics issues, but I can run the game for an entire day and it remains stable, just with some ghosting of blur on the screen. Sometimes the fog can be a bit much and is a little clippy, but it's not unmanageable and, you know, it's in early access. I rate it a thumbs-down because this is the only way to express a disapproval of shady behaviour. I know this will bring review trolls out (hi! I don't care!), but the reality is that near as I can tell almost _all_ the writing is LLM-generated. Like.. every single journal entry/memento/clip that you come across, and it feels like a decent chunk of the exploratory text, too, is just churned out from an LLM, and at the time of review, they have no AI disclosure. I am not anti-AI, really. There's things it's very great for, and in general the potential is neat -- though I think writing is not its strong suit, compared to what you get from an actual writer -- but I am anti-deceit, and Steam *specifically* asks developers to disclose this information. They have not. Sometimes people say that an em-dash is how you can tell that writing is AI, and they do that because they are not writers and do not know how to write. What *is* a tell-tale sign, though, is a certain cadence that all the models as of the time of this review speak in; because LLMs are told to prioritise clarity and impact, they often favour shorter sentences over long ones -- but no writer, nobody who writes creatively for a living, is going to write a game's worth of text that never uses a second clause in any of its sentences. They're just not. Even illiterates do not write and talk like that; people like to use variety in their cadence. Additionally, the whole thing is rife -- I mean RIFE -- with the, "It's not <x>, but <y>" pattern, which is another enormous tell when seen in proliferation. Good writing can indeed use this pattern (that's why the LLM does it, because it was trained on good writing), but not every other paragraph in every single form of text in the game. Look. I get it. It's expensive to hire a writer! You're in EA! You'll just go back and hire a writer for the text later (you won't; any 'stopgap' measure becomes permanent after a point)! But game development is baking, it is not cooking. Both baking and cooking are an amalgamation of ingredients put together for an end result. But when you ♥♥♥♥ up cooking, you can just not eat that part. I can just not eat the burnt crust, or the side dish, or I can pick out the banana or the peppers or whatever. But when you're baking, it is everything coming together for a whole singular product. You have a nice cake here, truly. So please stop making the topping out of faeces. Cheers.
Только пощупал эту игрульку, даже половины не изучил, но уже однозначно могу сказать она того стоит!!! 1) Оптимизация не очень, но с обновлениями стало лучше; 2) Графика шик; 3) Баги: пока что попалось 3 невидимые стенки, один раз пришлось перезагрузиться из-за того что застрял; 4) Сюжет есть, но я пока не прошёл, так что ничего не могу сказать; 5) Геймплей интересный и разнообразный, особенно понравилось разнообразие врагов.
This game is genuinely a dream come true for someone with an ADHD / Autism dual diagnosis. Its so dang satisfying to clear through each monument/point of interest dismantling literally everything and building up a huge supply of items on your ship. Its also so satisfying and fun to do things like pretend / "roleplay" that you're on a worksite and set up temporary lights, cable systems, etc, and roleplay that you're doing a job on a worksite of dismantling everything, and then packing things up and moving on to the next worksite when you're done. Like theres just so much fun to be had for someone who likes games like these, and theres also combat to spice things up too!
I've been looking for something that feels like Satisfactory, but isn't. Something that has lore like Fallout 3, but isn't. Has crafting, and resource management, and exploration, and all the things that I love, but isn't what's out in the market. It's early access (when I wrote this) and I'm 25hrs in. The story is vibrant and the visuals are lovely. I read through some of the reviews and seems most people have issues with the hit boxes, and the FPS / graphics settings. I always wonder if they truly understand Early Access, or if the gaming community just wants full games, fully polishes, at full price. Didn't matter to me. I knew going in that they're working on stuff, and I've loved my experience so far. Great to be on the open sea, to feel a sense of exploration again.
Why didn't i find this game sooner
Easy to understand, relaxing to play but with some excitement here and there. And super addictive too. You can follow the main questline or wander about exploring the map, either way it's a fun and satisfying time. Would definitely recommend
Great game. Lots of fun. Basically the best solo survival/crafting type game I've played in a long time. Despite still being in early access the game is very much playable and full of content and hours and hours of playtime. Can only get better. Really the only issue is that it's pretty graphics heavy and so my some-what potato machine struggles a bit. We are talking old i5 CPU, 32 GB DDR4 RAM, RTX 3060 Ti (8 GB VRAM) is only just managing 30 fps at 1980x1080 and medium quality. So basically the "recommended" specs get you OK but not great graphics quality. At the "minimum" specs they are listing, you would need to dial the graphics wayyyyy down.
The system requirements are misleading. If you have a newer graphics card than the ones listed in the recommended spec, you will actually get WORSE performance, not better performance. Search the forums if you need to validate this - there are literally hundreds of posts on this topic. Despite this being a recurring issue for months, the devs have done nothing to fix it. In fact, with each update the game becomes progressively more broken as systems and features are added, but optimization is neglected. And it's a shame, because the game itself is awesome. Download the demo, have your fun, and then wait until the devs actually optimize this mess.
Raft with a gun and some intricate story telling. I really enjoy this game and exploration, but it gets somewhat repetetive at some point - same resources and same enemies. Would be great to know about all robots lying around, maybe battle rogue AI\awaken caretakers, customize your ship even more.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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