
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.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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 1707 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fun game with a large world to explore
The game takes your standard survival crafter and makes something new with it. My biggest gripe with the game is that I found it while it is in early access and I can't sit and play it from start to finish. Instead I have to wait and new things appear and I have the urge to start over with each update. Now on the positives: - you don't have to deal with hunger or thirst, instead just power, which is the same resource everything on your ship works off of, so you don't need to focus on it separately. For many hunger and thirst seem like important parts of survival, but I had at times found it a tedious part that would make progressing more tedious. The Last Caretaker removes that aspect and puts the focus on the world exploration instead. - the mobile base - something new that is showing up in survival games is the mobile base that goes with you everywhere. This game takes the idea of mobile base and encourages you to make it a home. - the crafting system - probably the best thing this game does, not because it is innovative, rather because it is so wonderfully convenient. so long as you are near your horde of supplies you can craft anything you need, you can repair everything and you can build things without needing to drag everything with you, just keep it in a box and be happy. Which for me is perhaps the greatest thing about crafting mechanics in games, no need to search for it in boxes, just exist near your horde. - the water - as someone who has a natural fear of water and even though I know things are fine, this game manages to make underwater exploration the most terrifying Subnautica-esque experience. However, in Subnautica the sun is supercharged and shines into the water a good deal, here you have a more realistic experience where once under the water you understand why the first creatures evolved to live on land. The anxiety was worth it in the end, but how I wish that it wasn't at least then I would have an excuse to not dive into the eldritch depths. (I hope the devs never decide to make a horror game) - weapons - for a game that has comparatively little combat, it feels very natural and the few weapons make it a good pick of how you like to play. - the story- another thing to be quite pleased about as the story is inherently hopeful. The game takes the end of the world and tasks you with bringing back humans. It doesn't take the grim perspective rather everything feels so full of cute endearing personality, which is breath of fresh air nowadays as you try your best and encounter the wonders of the world Just a stunning game that not only looks well, but tells a story that is worth living through. The game is a passion project that deserves its praise. Sure you might experience some growing pains with optimization and a few bugs here and there, but that does very little to detract from the quality of the game.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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| $19.3M | 13.6K | 61% | $49.99 | |
| $19.3M | 13.3K | 77% | $49.99 | |
| $19.4M | 38.7K | 97% | $14.99 | |
| $19.4M | 36.2K | 98% | $19.99 | |
| $19.5M | 34.2K | 75% | $24.99 | |
| $19.2M | 13.8K | 77% | $59.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $339.2K | 727 | 78% | $11.99 | |
| $89.5K | 202 | 90% | $13.99 | |
| $22.5K | 35 | 74% | $19.99 | |
| $6.4K | 19 | 21% | $14.99 | |
| — | 0 | — | — | |
| — | 0 | — | — |
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
| 0ratings |
| 0% |
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| not modelled |
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 1.7K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I quite like the slow pace, it's contemplative. The only problem I have is that a fair number of things are completely un-intuitive. Like, you collect a whole lot of random things right from the get-go, and there is no hint whatsoever if something is important or not. Thankfully there's a lot of guides out there to help figure things out. Edit: 200h in and it's still fun. I did start over twice, for the reasons mentioned above. Enemies that don't respawn generally drop things you do not want to recycle.
为什么感觉随着更新BUG反而变多了,今天已经碰到一次船上管道BUG卡死和一次角色在驾驶位卡死了
The Last Caretaker kupiłem za 65 zł i już po kilku godzinach wiedziałem, że był to znacznie lepszy zakup niż niejedna droższa gra. Paradoksalnie... demo prawie mnie odrzuciło. Dopiero gdy dałem mu drugą szansę i spędziłem z nim kilka godzin, wszystko zaczęło się układać. To nie jest gra idealna. Wręcz przeciwnie. Optymalizacja potrafi być fatalna. FPS potrafią skakać bez wyraźnego powodu. Trafiają się bugi, część mechanik jest słabo wyjaśniona, a interfejs miejscami utrudnia życie. To nadal Early Access i czuć to na każdym kroku. A mimo to... nie mogłem się od niej oderwać. Nie dajcie się zwieść porównaniom do Satisfactory czy Factorio. Tutaj nie buduje się gigantycznych fabryk z setkami taśmociągów. To bardziej połączenie eksploracji, survivalu, logistyki i zarządzania mobilną bazą. Największą część czasu spędziłem na zbieraniu złomu. Brzmi nudno? Też tak myślałem. Problem w tym, że gra bardzo sprytnie zamienia zwykły loot w fundament całej ekonomii. Złom jest potrzebny praktycznie do wszystkiego. Budujesz magazyny, rozwijasz statek, produkujesz amunicję, paliwo, energię i infrastrukturę. Po pewnym czasie zaczynasz myśleć nie o fabule, ale o tym, jak usprawnić własny statek i całą logistykę. I właśnie wtedy gra pokazuje pazur. Przebudowa statku, magazyny opisane kolorami, rafinerie, produkcja paliwa, planowanie zapasów, rozbudowa sieci energetycznej – nagle łapiesz się na tym, że zachowujesz się jak inżynier optymalizujący projekt. Uwielbiam takie gry i tutaj dostałem dokładnie to, czego oczekiwałem. Ogromnym zaskoczeniem okazały się sekrety. Nie mówię o kilku znajdźkach ukrytych za skrzynką. Tutaj twórcy momentami przesadzili w pozytywnym sensie. Zaglądasz za róg, znajdujesz loot. Za tym rogiem jest kolejna ukryta wnęka. Potem sekret w sekretnej ścianie, a nad nią jeszcze przedmioty schowane pod sufitem. Jeśli lubisz eksplorację i "lizanie ścian", będziesz miał tu używanie. Co ciekawe, ta gra żyje również poza samą grą. Społeczność odkryła ogromną liczbę sekretów, zagadek i ukrytych mechanik. Na YouTube można znaleźć mnóstwo materiałów pokazujących rzeczy, których większość graczy nigdy sama nie odkryje. Bardzo lubię takie zjawisko. Po przejściu gry można wrócić i dalej odkrywać kolejne tajemnice. Fabuła? Jest poprawna, ale dla mnie nie była głównym powodem grania. Nie czytałem setek wpisów w terminalach. Wiedziałem tyle, ile gra przekazywała w naturalny sposób, a resztę dopowiadałem sobie sam. Tutaj najważniejszy jest gameplay. Grę ukończyłem po około 41 godzinach, ale ostatecznie spędziłem w niej prawie 60 godzin, zdobywając wszystkie osiągnięcia. Nadal zostało mi trochę zawartości, której nawet nie ruszyłem. To chyba najlepiej pokazuje skalę tego projektu. The Last Caretaker ma sporo wad i czasami potrafi zirytować. Ale ma też coś, czego wielu dużo większym produkcjom brakuje – sprawia, że cały czas masz ochotę zrobić jeszcze jedną rzecz. Jeszcze jedną wyprawę. Jeszcze jedną przebudowę statku. Jeszcze jeden magazyn. I właśnie dlatego ląduje w moich Ulubionych.
a little buggy but absolutely love it my favorite steam game and ive got an okay pc and it runs perfectly no lag
A great game with a lot of satisfying moments. Hopefully they flesh out the repeatable end game loop to be more rewarding before 1.0
I love the laid back pace and exploration. This is more 'Waterworld' not sure if the whole planet flooded, but would like to see some land base exploration.
I’m currently stuck at a nds outpost because the door I slid up is up and the game thinks it’s down how do I get out
Brilliant game.
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.