
The best Idle RPG inspired by a dog named Ramon in the World! Okay, seriously now: you play as a brown shih tzu on a journey to find his missing friends. Gather resources, unlock the map, fight monsters and grab their loot, proving that you are the best dog in the world!
Modeled estimate, not a reported figure. How we estimate →
About

Have you ever wondered how similar a dog's life is to an RPG? Well, I did.
This game is inspired by my real-life dog, Ramon. A small Shih Tzu who loves his toys, uh, I mean weapons, and his stylish outfits, oops, I mean armor. He is on a mission. The other good boys have vanished, and only he can find them.

Gather 13 different resources across 4 gathering skills:
Woodcutting
Mining
Fishing
Bug Catching

Craft — 5 different crafting stations, each one unlocking new items to build.
Mix — every item is useful. Toss them into the blender and they come back as powerful resources.
Enchant — upgrade your gear with up to 3 modifiers per item, so you can build a set for any activity. Want a farming set? No problem. A combat set? Also no problem.

Defeat 15 different monsters! They're also a good source of equipment, since every monster has its own unique drop.

There are 2 ways to enchant your equipment:
Orbs — apply an orb to roll up to 3 enchantments at once. Careful: it wipes whatever was there before!
Enchantment Table — where the real magic happens. Pick the exact enchantment you want and add it to your item... for a price.

Between 30 and 40 hours of gameplay
133 items to collect
12 monsters to defeat
3 bosses to face
13 different resources to gather
Equipment shows up on your character!
Item enchantment system to optimize your character
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Portuguese - Brazil, French, German, Japanese, Polish, Simplified Chinese, Russian, Spanish - Latin America
Engagement
Reviews
[h1] Хорошая собака [/h1] Пёсик Рамон оказывается на маленьком острове. Рядом только одинокое дерево и сова, которая подозрительно много знает, но слишком мало говорит. Но предлагает ему помочь найти других собак, постепенно открывая и изучая новые участки острова. The Last Good Boy – это idle-rpg, хотя рпг его можно назвать с большой натяжкой. Мы играем за пса Рамона, который пытается разыскать других собак. Помочь ему в этом может сова, живущая на острове. Она выдаёт стартовые инструменты, верстаки, задания и полезные советы. Сюжетно игра у нас очень наивная и даже детская. Так как это idle-игра, то многого от игрока она не потребует. Поставили нашего героя добывать какой-нибудь ресурс, переключились на другое окошка на компьютере, вернулись через полчаса – опа! У нашего Рамона весь инвентарь забит всякими полезными вещами. И так у нас практически со всеми игровыми механиками – дали команду, пошли по своим делам, вернулись – либо всё сделано, либо нашему пёсику надавали по шапке и он уже 20 минут сидит и ничего не делает. Когда наш герой добывает ресурсы, постепенно заполняется шкала мини-игры. Как только она заполнится, её можно запустить и получить намного больше ресурсов, чем при обычной добыче. Для каждого типа ресурсов – своя мини-игра. Для рыбалки – игра на память, для руды – своеобразный «сапёр», для деревьев – быстрый сбор ресурсов с избеганием ловушек. Помимо добычи ресурсов, в игре есть и боевая система. Она, в принципе, тоже сводится к добыче ресурсов – выбиванию их из побеждённых противников. Все бои проходят на специальных аренах, так что Рамон не окажется в опасности, если его самого на неё не отправить. Но для призвания на арену противников, нужно гриндить кучу ресурсов, чтобы их сперва открыть, а потом – другую кучу, чтобы их вызвать на бой. Все ресурсы, которые мы добываем идут на две цели. Во-первых, на создание экипировки нашего героя, за счёт которой эту игру и можно, с натяжкой, назвать рпг. Экипировка разделена на два типа. Первый – это пять разных инструментов, каждый для определённого вида деятельности. У нас тут есть миска – для автоматического восполнения здоровья на арена, топор, кирка, удочка и сачок для ловли насекомых. Второй тип экипировки – боевой. Это броня и оружие главного героя. Всё это мы можем не только создавать, но и улучшать с помощью особых ресурсов, придавая им случайные бонусы. Вторая цель добычи ресурсов – открытие новых участков карты, что влечёт за собой развитие сюжета. Картинка у игры... ну красивой её не назовёшь. Очень всё простенько. Музыкальное сопровождение достаточно разнообразное, но, рано или поздно, его отключишь. Из минусов должен выделить неудобное взаимодействие с верстаками. Когда мы кликаем на верстак, открывается и меню верстака, и наш инвентарь. Нам надо зажать нужный ресурс и перетащить его на определённую клетку на верстаке, чтобы определённая вещь начала создаваться. Это довольно долго и просто ворует время игрока. А потом созданную вещь, особенно, если их несколько и в инвентаре они потом разделятся, приходится долго перетаскивать из одного окошка в другое. Это просто муторно. Также, рано или поздно, но сам игровой процесс начинает надоедать своей репетативностью – просто бегаешь от одного места добычи к другому и так далее по кругу без ощутимой пользы от всего этого процесса. В целом, The Last Good Boy – это неплохая idle-игра. Если Вам нравятся игры такого жанра, можно попробовать. [url=https://store.steampowered.com/curator/11769719/]Заглядывайте в группу кураторов, если понравился обзор. [/url]
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Hours played at review time, across 27 reviews with recorded playtime.
[quote]A review copy was provided by the developer.[/quote] [quote]Follow my Curator page, [url=https://store.steampowered.com/curator/41363546-Fruit-N-Doggie-Reviews/]Fruit N Doggie Reviews,[/url] so you can be updated whenever I post a new review.[/quote] [h1]Overall Rating - Painfully Bad ★☆☆☆☆[/h1] [h1]First Impressions[/h1] Sometimes I'm in the mood to be kind of lazy, especially when it's a day that ends in -y. That's where my interest stemmed from with The Last Good Boy (GB), as it looked like I could set the dog up with various tasks, and let him do most of the heavy lifting. However, the way it's designed makes the experience feel much more like I'm the one taking care of him instead. If I wanted that, I might as well get a real pet. [h1]Gameplay[/h1] GB was described as an idler RPG, but that hardly feels accurate, as the balance between hands-on and off gaming is screwed up. An RPG would require constant involvement, while an idle game should allow the player to leave the game unattended for longer bursts. However, you can't do it for very long here, because your inventory space will get filled with way too much of one item you won't be able to use all at once. In fact, there's quite an absurd number of distinct items, and you'll need to grind for all of them, each needing you to go to a specific place to do so. Even though you'll chop trees for wood, you have to choose the specific tree to farm from, instead of merely going to a forest area, and selecting which you need. What drives me most up the wall about this idler is how indirect the route is to getting resources. Let's use the example of acquiring copper hearts. In order to grind for them, you have to fight copper golems, which require three gray and two purple juice each. Two options you might opt for is mining copper and grinding slimes, so that you can blend them into the necessary juice to summon copper golems, which only drop copper hearts at a 33% rate. You'll need a few dozen copper hearts in order to upgrade your equipment and unlock more parts of the island, meaning you'll need a few hundred of everything else in order to summon that many enemies. Now imagine doing things like this all of the time in order to make progress, moving the dog all over the place over and over so he can grind for resources. If this were more in line with other idlers, there'd be some means to automate the process, so you don't have to manually set things up each tedious step. It becomes a game you have to constantly attend to, but at the pace of a game you should turn on and ignore for an hour at a time. https://steamcommunity.com/sharedfiles/filedetails/?id=3796814568 [h1]Controls[/h1] I wasn't able to use a controller, and you can't use your keyboard as an alternative way to move the dog. Instead, everything has to be done with the mouse alone. It works, but I'd think having at least one other means of guiding the dog would be available. Also, having more space and room would feel nice, yet how things are arranged feels oddly constrained and tight. There was no restriction preventing the developer from placing more land around, making it easier to navigate. [h1]Story[/h1] Nothing makes much sense with how the game opens. You take the role of a dog, but one that's stranded on a remote island, and only has an owl to talk to. The protagonist has several friends, yet knows absolutely nothing about what happened, where anybody is, how he got here, or even what his goal is. It's kind of sad to have a dog take the mantle of hero, while having no sense of self or drive, merely doing as he's told by somebody else. Seemingly the owl is helpful, yet the only way you progress the story is by completing several tasks, meaning he's basically just a sign telling you what to do. Also, after a certain point, you're suddenly given an ultimate task, instead of incremental instructions. Personally, I think the developer got sick of having to explain everything, so after doing it around 20 times, called it good, and made a huge jump between one objective and the next, “Instead of getting the next step from me, fill in the next 50 blanks, and finish all of act 1 on your own.” https://steamcommunity.com/sharedfiles/filedetails/?id=3796814240 [h1]Visuals[/h1] This is a case where you should be interacting with a cute dog the whole time, but he's not really that well designed. It's not like the enemies or NPCs fare much better, yet you'd hope a heroic dog would be quite cuddly and adorable. Ironically, the title image of the drawn dog works well enough. However, it didn't translate into the game that gracefully. There's also nothing outside of the small space you're granted in any area to explore or see anything. I thought it felt odd seeing clumps of land in the distance, and never opening a path to them. [h1]Sound Design[/h1] Amplifying the other problems with the game is that the music and sound effects produced aren't enjoyable. Although the songs have an underlying series of notes that slowly vary the sound, the most prominent notes are made up of an incredibly short loop that gets old remarkably fast. I wonder if it changed during an update, because I swore the original song was significantly worse than what I heard later. Regardless, the cave was worse about this than the tune playing on the island, although it was still quite repetitive. On top of that, the sound effects from doing any action are fairly loud and generally not that pleasant, as they replicate noises such as chopping a tree or striking a rock. Before long, I wound up muting the whole game, since it wasn't helpful or pleasant anyways. https://steamcommunity.com/sharedfiles/filedetails/?id=3796814872 [h1]Pros[/h1] 🌟 The mini-games offer another way to get resources, but can have a really long time to activate. 🌟 With enough patience, getting all the achievements would happen eventually. [h1]Cons[/h1] ❌ You save all the dogs at the very end, instead of gradually rescuing them. That's not a good incentive structure. ❌ Acquiring one resource shouldn't take so many steps and detours. ❌ The second act feels like a punishment. [h1]Tips[/h1] 🔍 If you're going to farm for a while, hover the cursor over the dog to pet him, and increase stats for the current activity you're doing. It lasts for three minutes. 🔍 Place items carefully, because it'll influence the way you navigate the island. [h1]Final Thoughts[/h1] When I unlocked a new area in Act II, I was mildly curious about what things would be like, but seeing almost the exact same arrangement copy and pasted into a grungy swamp rapidly killed my interest. My breaking point came when I realized this new area required me to engage in the same act of moving the dog all over the place because in order to get anything, it has to start with an investment nine steps removed from the item you really want. However, with the addition of a swamp, I'd have to teleport back and forth to access resources in both areas, making it even more tedious than it already had been. Just thinking about the game being even more of a chore than it already was to that point made me quit. Let Ramon be the last good boy, and to all his friends, let sleeping dogs die for all I care. This game will satisfy neither those who want to be actively involved the entire time, nor those who want the hands-off approach. [quote][url=https://store.steampowered.com/curator/32732116-IndieGems/]Follow our curator page: [b]IndieGems[/b] if you like and want to see more reviews like this one.[/url][/quote] [table] [tr] [th]PC Specs[/th] [th]Performance[/th] [/tr] [tr] [td]Ryzen 2700 RTX 2070 16GB RAM ADATA SSD 1920x1080 [/td] [td]The game ran without incident on default settings. 💖 - GB is healthy [/td] [/tr] [/table]
[h1]Описание:[/h1] Милая медленная игруха в которой мы играем за пса который бегает по острову, сражается с монстрами, крафтит предметы и т.п. Графически притягивает. Русский в игре есть. Монстры на конвееры улыбнули... Не мой жанр, но пару часиков поиграл и вроде неплохо... Тут времени убить можно не мало если захотеть... А вот захотеть или нет решать только вам. У меня впечатления положительные больше, но и не зацепила игра... [h1]Послесловие:[/h1] Если вам понравился этот обзор добро пожаловать в группу http://steamcommunity.com/groups/uojer - тут вы сможете увидеть рекомендованные мною игры, другие обзоры, а также просто пообщаться в хорошей компании.
地道に続けてクリアしました。 グッドボーイなゲームでした。 資源集め→クラフト→制作→モンスター倒す を繰り返していくゲーム。 シンプルながら面白い。 エンチャント要素あり。 資材はミニゲームで一気に増やすこともできるが、 他のことしながら基本放置した。 敵がちょうどよく強くてやりごたいあり。 ソート順がちょっと変。 日本語は特に問題なし。 実績コンプしようとすると少し面倒。
Ramón es muy tierno y valió la pena esperar el juego completo desde la beta, 10/10
I had the chance to beta test The Last Good Boy, and it’s honestly a really fun game. Simple, addictive, and surprisingly deep for an idle RPG, definitely worth checking out! Give it a try, you won’t regret it.
This game is a great choice for people that want a slow paced game, cozy and idle. It is quite rewardful to play it and enjoy the journey! Loved it!
《最后的好狗》?角色扮演元素+放置增量玩法+点点建造成分,像素的画面和可耐的配乐相信能适配多数玩家的脑子,推荐。游戏特色是在小游戏里还比较量大管饱,数十小时的内容,如上百件的可收集物,形形色色的对手,还有附魔--这哪是最后的好狗,简直是最后的生还狗。 Ach need cn too. 成就也需要中文。 Tra have "口", fix it. 翻译有口字,请检查。
jogo idle gostozin, mini games bem interativos trazem um incentivo legal pra quem quer progredir mais rapido que a velocidade idle, alem do que nada melhor que um doguinho.
有中文 有成就 有云存档 商店还没有勾选云存档设置!!! 漏洞修复 ‑ 修复切换地图时宝箱内物品会丢失附魔效果的漏洞 优化内容 ‑ 为存档数据增加安全层,避免游戏保存过程发生意外而造成存档损坏 ‑ 修复伐木迷你游戏引发的崩溃问题 ‑ 修复与NPC对话时出现的报错(该问题玩家很难察觉) 仅两处小漏洞修复:) ‑ 修复多次点击猫头鹰先生时,会重复弹出上一条对话消息的漏洞 ‑ 修复拾取苹果时双击,会获得两个苹果的漏洞 各位玩家好 没错,标题所言属实,游戏已经开发完成,距离正式发售不到两周! 游戏将于9月4日推出! 历经三年开发,我的首款游戏终于要上线了!这一直是我的梦想。从小到大,我无时无刻不想成为一名游戏开发者,如今这个目标离我无比接近。 非常感谢大家在整个开发周期给予的支持。我阅读了全部反馈,采纳了所有契合游戏开发方向的建议。 **正式版上线后试玩版会如何处理?** 试玩版将会保留,并且你的存档进度可以继承到正式版。不过我建议重新开档游玩,尤其如果你是很久之前玩的试玩版。 1.0.0版本加入了大量便捷性功能,同时新增大量可制作物品。你可以回到第一章重新制作这些道具,但我个人更推荐完整体验游戏。 唯一例外:如果你的存档创建时间早于2026年7月,将无法兼容新版本。你可以使用同一个存档栏位开启二周目,开局会赠送若干药水,让你的冒险更加轻松。 **试玩版与正式版有哪些区别?** 正式版包含全新的完整章节,内容如下: ‑ 5种全新怪物 ‑ 2名全新BOSS ‑ 7种可收集新资源 ‑ 全新采集技能:捕虫 ‑ 70件全新物品 ‑ 2个全新制作台 ‑ 15项全新挑战 新增内容大约可以提供20小时游戏时长(视个人游玩风格而定)。 1.0.0版本还加入大量游戏便捷优化: ‑ 制作物品时可直接取用宝箱内道具(来自玩家反馈) ‑ 在战斗传送门解锁新怪物时,可直接使用宝箱中的物品 ‑ 地图会显示解锁地块后的可获取内容,给予直观提示 ‑ 点击角落X按钮可以取消正在进行的制作 ‑ 灶台会自动停止消耗燃料,无需手动关闭 ‑ Shift+点击转移物品时,物品会均分至灶台全部槽位,提升处理效率 ‑ 大锅现在支持一次性批量炼制多瓶药水,重复点击即可 ‑ 已装备的物品无需卸下,就可以直接施加附魔 ‑ 卸下背包后,背包内物品变为只读状态,依旧可以取出道具 ‑ 钓鱼迷你游戏节奏加快,生命数调整为2条,游玩难度降低 ‑ 附魔台可以使用合成后的宝珠给物品附魔,过去只能使用原始精华 **那么售价是多少?** 简单来说,定价4.99美元,各个地区会执行对应的本地化定价。 再次感谢各位支持,欢迎加入我们的Discord社区,我会经常在那里发布游戏开发动态。 9月4日,与各位相见! 近期收到不少反馈,大家说得完全正确!以下更新会改善游玩体验: 1. 卸下背包出现的问题 旧版本:卸下背包后,背包拓展的物品栏会全部失效,看起来像是物品直接丢失,玩家只能整理背包重新装备背包。 现在:存有物品的格子变为只读,依旧可以查看并取出里面的物品。 2. 背包空间不足 旧版本:只有对抗岩石怪的时候才有机会扩容背包,即便扩容,也很难同时配置刷资源、打怪的两套装备。 现在:制作台新增物品「木箱」。消耗10个原木、5块石头即可制作,用于存放道具。拖拽放置到地图,鼠标右键双击即可拆除。 3. 施加宝珠附魔必须卸下装备 旧版本:工具、装备附魔前必须卸下,多一步操作,还容易引发背包相关bug。 现在:可以直接对身上已装备的道具使用宝珠附魔。 4. 任务更新!所有配套任务也同步适配本次改动。 万分感谢大家的反馈,我会尽最大努力把游戏打磨得更好!❤️ (注意:本次改动有可能带来新bug,我会持续测试修复) 各位好! 成就系统 正如标题所说,试玩版现已新增21项成就,正常游玩即可解锁。 伐木工 — 砍伐10棵树 米纳斯吉拉斯来客(葡萄牙语语境梗) — 开采10块岩石或矿石 这味道我熟 — 钓获10条鱼 漂亮矿石 — 在灶台将铜矿熔炼成铜锭 林木与苹果! — 伐木小游戏获取20份资源 这么做真的省时间吗? — 伐木小游戏获取40份资源 炸弹刷在你鼠标边上了对吧? — 采矿小游戏获取20份资源 行吧,你只是运气好。 — 采矿小游戏获取40份资源 我闻到鱼腥味了! — 钓鱼小游戏钓10条鱼 记性不错。 — 钓鱼小游戏钓30条鱼 那张老旧木桌 — 在制作台制作一件物品 闪亮金属 — 在铁砧打造一件物品 多汁果汁 — 使用搅拌机制作50份果汁 超多果汁 — 使用搅拌机制作500份果汁 这下强多了01 — 给装备使用装备宝珠 这下强多了02 — 给工具使用工具宝珠 不错的开端 — 击杀同一种怪物50只 很不错的数字 — 击杀同一种怪物200只 这下真的很多了 — 击杀同一种怪物500只 运气爆棚 — 连续掉落五件物品 青蛙说了什么? — 击杀安德森蟾蜍(青蛙BOSS) 期待看到有人把全部成就解锁! 大家好久不见,这次带来好消息。本篇更新内容很多,包含重做机制与全新功能。 同时《最后的好孩子》将参与6月15‑22日的Steam新品节!欢迎加入愿望单,不要错过。 ‑ 搅拌机 ‑ 全新物品词条属性 ‑ 重做战斗系统 ‑ 新增物品 ‑ 游戏内百科全书 ‑ 任务系统重制 ‑ 全新迷你游戏 ‑ 正式版最新情报 搅拌机是全新制作台,可以把原材料加工成果汁与精华。果汁作为战斗传送门的燃料,精华可以合成宝珠用来给装备附魔。 ‑ 装备精华:分解任意装备获得 ‑ 工具精华:分解任意工具获得 ‑ 绿色果汁:木材、鱼类加工产出 ‑ 灰色果汁:岩石、矿石、金属锭加工产出 ‑ 紫色果汁:各类怪物掉落物加工产出 旧版:所有武器攻击数值完全一致,近战、远程、魔法武器之间没有实质区别。装备掉落也缺乏惊喜,重复获取的装备属性完全一样。 现在:战斗分为三种攻击、三种防御体系 近战攻击 / 普通防御 远程攻击 / 魔法防御 魔法攻击 / 闪避 不同攻击类型克制对应防御,武器选择变得至关重要。 新增装备宝珠与工具宝珠。消耗10份精华合成一颗,作用在道具上可随机赋予最多三条全新词条。 每一件掉落物都有可能优于你当前身上的装备。玩过流放之路的话,可以类比成游戏版本的蜕变宝珠。 旧版:战斗传送门消耗物品转化为召唤时长。高低级怪物召唤消耗资源完全一致,产生数值平衡问题。 现在:移除时长机制与燃料槽位。取而代之是三类果汁资源与搅拌机制作台。召唤不同怪物需要消耗对应数量果汁,低级消耗少,高级消耗高。 你可以清晰知道现有资源能够召唤多少怪物。 新增树皮手册,右键打开的游戏内置百科,记录全部游戏机制,不用退出游戏随时查阅。 任务流程全部重写,文本优化,奖励提升,新手阶段体验更加友好,适配全部新道具。任务界面改版为全屏显示。 旧版:目标定时刷新,点击一次获取一份资源,玩法简单但是缺少趣味。 现在:每一类采集都拥有专属迷你游戏,鼓励主动操作: 伐木:躲避尖刺,收集原木与果实 采矿:点击矿石同时拆除炸弹获取资源 钓鱼:记忆序列小游戏完成垂钓 简单剧透正式版内容,后续会发布完整专题公告。 第二章(沼泽) ‑ 2座全新制作台 大锅:炼制药水,短时间内提升指定属性 附魔台:强化升级已有装备 ‑ 5种新怪物、1名BOSS ‑ 全新采集玩法:捕虫 ‑ 59件新物品,包含药水、资源、装备、食物、工具 地牢区域 最终BOSS战将在此上演! 各位大家好,本次更新带来大量全新精彩内容。 (本文提到的更新内容不会加入试玩版,仅正式版才有) ‑ NPC角色 她是猫头鹰先生的妹妹,为本章节的专属NPC,负责发布新任务以及推进主线剧情。 ‑ 资源产出点 ‑ 全新怪物 ‑ 全新物品 而最值得一提的是:沼泽地图我还没有全部做完。 没错确实如此,还有这些内容有待实装:捕虫玩法、大锅(炼药机制)、附魔台、本章BOSS、全章节配套任务。 后续更新我会持续同步最新消息。 0.9.0‑demo版本原本旨在修复两个问题: 1、存在漏洞,没有持有所需物品也可以完成任务。 2、CPU占用过高问题。 但该版本意外新增了一个漏洞:点击底部任务按钮时会出现异常。 为此我推送了0.9.1‑demo版本来修复该问题,请确认不要继续使用0.9.0‑demo版本。对此带来不便敬请谅解。
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $0 | 82 | 41% | Free | |
| $568.2K | 5.9K | 89% | $2.99 | |
| $70.9K | 149 | 87% | $14.99 | |
| $21.7K | 1.4K | 73% | $0.74 | |
| $5.3K | 10 | 100% | $16.99 | |
| $1.7K | 10 | 50% | $4.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2K | 148 | 86% | $0.74 | |
| $2K | 173 | 74% | $0.74 | |
| $2K | 96 | 71% | $0.99 | |
| $2K | 63 | 78% | $1.99 | |
| $2K | 128 | 81% | $0.74 | |
| $2K | 58 | 86% | $1.99 |