
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.
Most likely between $11.6M and $32.9M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1745 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
Im derzeitigen Zustand kann ich das Spiel einfach nicht weiter empfehlen. Zuviele Bugs, Clippingfehler, Stucks (besonders in Geländern), verschwindende Items rauben auf Dauer den Spielspaß bei diesem eigentlich super gelungenen Spiels. Ebenso fehlen noch deutsche Textübersetzungen bei den Protokollen und die Möglichkeit, Bugs zu reporten. Für die breite Masse empfehle ich daher zu warten bis das Spiel fertig abgeschlossen ist.
Played the demo and enjoyed it enough to get the full version but decided to refund it. I don't mind AI generated content, especially if it is used as a supplement layered on to an enjoyable premise to make it better. I also understand smaller dev teams use it to compete with the constant pace and pressure put out by larger teams. But when it is unedited and just shipped straight from the LLMs it feels more like laziness or non commitment that will turn into an unfinished buggy project. The dialogue is exactly what I expect from Claude if I were to ask it to generate a system alert or block of instruction. If I take the dialogue out of context from the game it reads just like an AI generated Linkedin post but at least Linkedin let's me report content for "seems like AI slop". The voices are like I am listening to an AI youtube text to speech channel. It's the equivalent to devs using unreal engine assets out of the box without adjusting or designing anything. The biggest issue though, is after checking the store page, there is no indication they do this. I thought steam had legal guidelines that forced companies to specifically state they had AI generated content in use? Even the patch notes are AI gen. I'm sure the update videos don't have voice overs because it would have been too obvious to potential customers. Again, I have nothing against AI use if it is implemented as a tool correctly to supplement the end product. I am a consumer with money to spend on a good product. I can't, in good faith, give money to a team that ships AI content out of the box without at least redesigning it or adding in their personal touch. It really makes me wonder is all the bugs going on with the physics, calculations, item save/load issues, etc... aren't just issues caused from vibe coding now too. Hopefully the game gets polished by release but personally, spending $35 to hear Claude talk to me about some generic stuff while I'm walking around isn't worth it
Love the concept and that it has a different feel than many games. The gameplay kept me locked in!
I actually have put in more like 50 hours so far. I thought I had grown too old for gaming. I have seriously been depressed about it for a little while now. Until this. Post apocalyptic, sci-fi, end of the world type stuff, technical writing: writing as good (IMO) as Citizen Sleeper; terrific world building and mechanics and systems. Clever save mechanic. And I feel like I'm just getting started! They even have buried MOD music files (remember the demoscene and all that?) Oh - and this isn't some procedurally generated world where you are just crafting to hit generic dopamine receptors - it feels like there's a huge exploration part of this carefully, no, lovingly crafted world I've explored so far. And - the platforming is not janky or bolted on. The combat is not janky or bolted on. The graphics are great. The sound is great. You can attach all sorts of mods to your weapons! All the games systems feel polished. I even sent the Developer feedback/praise and I've never done that in my life. Playing everything on epic. I haven't been able to put this game down since I got it 3-4 days ago and I have a full time job. I'm only taking a brief break now to let my brain have a rest then back at it tomorrow after work! I have no idea if they'll drop the ball later on but 40 hours in and I feel like it's still ramping up! I couldn't recommend this game more! This game (so far) has made me realize I'm not too old to fall in love with gaming again. Post apocalyptic, crafting, sci-fi, exploration, puzzle, some platforming but nothing annoying.
If your PC is good enough or you don't really care about getting a vibrant picture then this game is a great deal. I describe my complaint from a perspective of a person who expects the game to be highly optimized. Optimized enough to run the same way as it does in the trailer at all times on "Recommended" specs. The game has a lot of good to offer, but at its current state it is very.. hard to deal with. It took me a lot of time to get somewhat stable 105±10 FPS. So, be ready to cook in the settings menu for a good hour if you want to play without frame generation or aggressive upscaling (both are unbearable due to a significant amount of high-detailed meshes in the game, so going below "quality" DLSS preset will make some things look so bad in motion that you will probably start hallucinating stuff). Overall, I have a strong feeling that this game is another victim of UE's all too convenient optimization techniques that were slapped onto the project to improve performance while not caring much about how the game would perform normally. You really [b]can't[/b] play without MegaLights enabled: 105FPS raytracing w/ MegaLights, whopping [i]4FPS[/i] raytracing w/o MegaLights, and 70FPS w/o raytracing at all. I wouldn't care much, but MegaLights seem to completely obliterate underwater lighting, making it grainy and tanking underwater FPS down to 70-80 (the amount of FPS is not problematic, while the difference is. 30 fps drop is really easy to notice) I haven't played much for now due to performance issues, so I can't comment on what the actual game is besides things that are seen right from the start. I do like physics engine's resolution here, manipulating objects feels smooth enough. Animations are rough, no Satisfactory (the game) level but I'd say that's too much to ask. Visual design is great, level design is good enough for me. Would've been a very good game if not for performance, I really do hope that optimization is on the way UPD: The more I play, the more I see the dissonance here. The thought that was put into the game is very great, core mechanics are incredible. But everything is so, so janky. Animations, shooting, enemy AI, hitboxes, movement. It feels like a demo movement and animations build, not an actual current version of it. I'm so hopeful that they would fix it ASAP
Classic UE5 experience. Runs poorly despite having the reccomended requirement and playing on 1080p.. Sons of the forest, Cyberpunk 2077, Kingdom Come Deliverance 2, Resident Evil Requiem are all games that run flawlessly on my pc. I know I need to upgrade, and i can't expect my setup to chug forever, but The last Caretaker is an objectively worst looking game than the aforementioned while having somehow worst performances.
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.
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.
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.
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!