The Last Caretaker
Channel37 · Simulation, Survival, Indie, Action
Overview
The Last Caretaker is a thoughtful take on the survival-crafting genre, where every decision you make and every action has a consequence. Immerse yourself in a meticulously crafted world where the fate of humanity rests in your hands. Your mission is clear: recover human seeds, reactivate the Lazarus Complex, and launch the last of humanity to the stars.
THE GAMEQ VERDICT9,350 reviews analyzed
What players are actually saying
1. Summary
In The Last Caretaker, an Early Access survival-crafting game, you play a lone robot sailing a flooded Earth, and the large majority of reviews recommend it. Players praise the tugboat that doubles as a mobile base, the cable, pipe and power puzzles that bring dead platforms back to life, and a quiet, eerie world full of hidden rooms. Some call the scrapping loop addictive. Subnautica, Raft and Satisfactory are the games players compare it to, usually as compliments. Reviewers also credit the developers with regular free updates.
Frame rate problems and crashes are what negative reviews talk about most. A save system tied to physical backup terminals makes each crash cost more, and performance drops hard at large locations such as the Lazarus Complex. Physics bugs (boats stuck at docks, gear detaching from the deck, falling through the sea to the bottom) have ended some long saves. Other complaints are about swarming enemies and clunky combat, controls that put too many actions on the same keys, and a late game built around a confusing human-growing system. Plenty of negative reviews still say they enjoy the game or see its potential, and some promise to change their vote once it runs better.
2. What keeps coming up
What players praise
The boat as a mobile base, and the cable and power puzzlesHigh
Players love fitting out the tug with batteries, solar panels, wind turbines, fuel tanks, storage and decorations, then sailing it from platform to platform. Restoring each location by routing power, water and fuel lines is the puzzle reviewers mention by name, and several describe spending hours re-cabling their deck just to make it tidy. The boat handling gets praise too; one player wrote that "the boat feels heavy, it moves gracefully along the waves during storms".
The criticism is about friction. Placing equipment on a deck that rocks with the waves is fiddly, building interiors do not share power outlets, cable clutter grows with every machine, and some players want a bigger or more customizable ship. A minority don't enjoy the system at all; one negative review put it as "If you want a cable management sim, this one's for you."
A drowned world full of secretsHigh
The hand-built platforms, oil rigs and sunken facilities each hide secret rooms and logs, and players enjoy stripping a location bare and leaving it powered and working. Storms, fog, sunsets and the open sea get frequent praise, and so does the soundtrack. For some who reach it, the rocket launch is a highlight: "The Nessun Dorma at rocket launch is truly the cherry on top."
The open ocean unsettles some players, and several of them enjoy the feeling. One wrote "My thalassophobia be damned this game got me." Complaints here concern pitch-black interiors and underwater areas, locations that start to feel similar after many hours, and a world some find empty.
A story told through logs and a narratorHigh
Players like piecing together why humanity left through logs, memories and odd phone calls, with a narrator guiding the robot. Some say the story kept them going through the slower stretches. Others find it thin or plainly unfinished in its Early Access form, and a small group object to the writing style itself (covered under frustrations).
Scrapping everything, and losing hours to itHigh
Throwing furniture, crates and dead robots into the recycler is a loop players describe fondly. Scrapping also earns experience, so some reviewers admit to clearing the starting dock down to the last crate. Losing track of time is a running joke. Later in the game, a minority find hand-dismantling tedious and the resource grind long.
A relaxed survival game you play at your own paceMedium
As a robot you manage power instead of hunger and thirst, there are few timers, and you can follow the main quest or ignore it for days. Some players who dislike stressful survival games say this is the first one that clicked for them. Others note that enemy swarms at night regularly break the calm.
A lot of game for Early Access, and developers who keep adding to itMedium
Reviewers say updates have added new areas, vehicles, quests and quality-of-life features, and several look forward to what is on the published roadmap. One player says customer support fixed a broken save by email. Another: "The devs are so responsive to the community and actually bring about changes that improve the game". Some negative reviews object that new content keeps arriving before old bugs are fixed.
Where players are split
Slow sailing and waitingMedium
Fans enjoy setting a course and tidying the boat while the sea drifts by. Critics count the minutes: crossings can take 10 to 15 real minutes, diesel runs out quickly, fog and storms arrive often, and enemies make the dark dangerous. Even one fan admits that "Nighttime mostly means hanging out on the boat and waiting for morning." Real-time waits for grown humans and refuelling bother long-haul players in particular; one wrote "Most of my 400 hours are waiting / traveling."
Very little hand-holdingMedium
One group loves working out power systems and puzzles alone and treats the lack of quest markers as the point. The other gets stuck in the first hour, or later on quests that leave out what they need; one negative review says "The game/quest instructions miss out vital info needed to complete quests." Wikis and YouTube come up often, and players on both sides suggest trying the free demo first.
The price of an unfinished gameMedium
Reviewers who bring up price mostly say the game is worth the money. A smaller group think the asking price is too high for Early Access and suggest waiting for a sale. A few players were also annoyed that time spent in the demo was wasted, because demo saves do not carry over cleanly to the full game.
No co-opLow
Some players ask for co-op or multiplayer, usually so they can play with friends or a partner; one says they would start over from scratch for two-player mode. Other players say the single-player focus is exactly why the loneliness works.
What frustrates players
Performance that varies wildly between PCsHigh
Performance comes up in 18% of all reviews and 39% of negative ones. Some owners of high-end hardware report poor frame rates, CPUs pinned at 100% and running hot, and big drops at the Lazarus Complex, the warehouses and on boats crowded with machines. Others describe a frame rate that slides over a long session until the game is restarted. Fixes passed between players include turning off ray tracing through a launch option, lowering settings and capping frames.
Not everyone has trouble. Other players report smooth play, a number of reviews were flipped to positive after optimization patches, and some say a later update made things worse again. One player's verdict: "Stop adding stuff until you optimize the game, latest update is unplayable."
Crashes, and a save system that makes them hurtHigh
Crashes, freezes or lost saves come up in 11% of all reviews and 30% of negative ones. Players describe crashes to desktop during play, while saving, when loading a save, and for some, at launch after an update (several blame update 5.5). The save system is what turns a crash into a lost evening: manual saves happen only at backup terminals, and a few reviewers note that autosave defaults to 30 minutes. "No autosaves, frequent crashes. I have responsibilities, I don't want to lose 45 minutes progress when I have an hour to play daily." Players advise setting autosave to five minutes and saving at every terminal.
Physics and quest bugs that can end a saveHigh
The bugs reviewers describe include boats wedged against docks with no unstuck option, boats flipping or launching into the air, deck equipment detaching and floating off, cables disconnecting after a reload, falling through the water to the seabed, and quests or lifts that stop registering. For long saves these can be terminal: "There is no recourse, there is no fix, just game over." Some of the same reviewers acknowledge that individual bugs do get patched.
Swarming enemies and clunky combatMedium
Most of these complaints are about pests: leeches, worms and slimes that respawn in the dark, swarm the boat at night and take long to clear with weapons that give little feedback. Aiming is toggle-only, and enemy variety is low. One negative review: "One thousand Half Life enemies vs. Subnautica Knife." Another: "Combat is a dull clunky slog." Some players like the tension, and several ask for a peaceful mode or an enemy slider.
Controls, menus and inventory that fight youMedium
Firing, grabbing items and plugging cables share keys, so players unplug their own flamethrower or pick up a door mid-fight: "Firing my weapon and picking up items should not be the same keybind". Some vehicle keys cannot be rebound, a couple of players report menus stuck on screen after saving, and storage is hard to manage at scale because "you can't label the boxes, you can't search for specific resources everywhere". One negative review called it "the most clunky, frustrating inventory/storage management I've seen in a game."
A thin, repetitive late game built on growing humansMedium
Growing a human seed means guessing nutrient recipes and memories to hit a profession, and players call the system opaque, short on key items and easy to break (seeds expire, pods bug out). Launching rockets then repeats the same loop. Nearly all of these complaints come from players past 10 hours. "Great game until its not - Growing humans is a complete pain in the bottom", one wrote, and another negative review reads "Early game is very good. Mid game is bad. Late game doesn't exist at all." Content runs out for some at 25 to 40 hours and for others well past 100.
Platforming and the gyrocopterMedium
These complaints about parkour, ladders, climbing and the gyrocopter come mostly from players well into the game. An update that added island jumping sections turned a few fans against it, and unreliable ledge grabs plus terminal-only saves make failed jumps expensive. The gyrocopter's throttle and landing draw angry reviews; one player wrote "Cannot operate the gyrocopter after thirty tries".
Motion sickness with no way to turn off head bobLow
Under 1% of reviews raise motion sickness, but for those players it is a hard stop. The camera bob and rolling boat make them ill, and there is "no option to remove head bobbing." A few refunded or stopped playing over it, and one points to a ship stabilizer skill that may help.
Writing that some readers find AI-generatedLow
Under 1% of reviews say the in-game text reads as AI-generated, and some of them say it is why they can't recommend the game. Their main complaint is a repetitive sentence pattern; one wrote "Almost every line in the game contains" the same "It's not ____, it's ____" construction, and some object that this was not disclosed. Other players praise the logs and lore.
3. The player conversation
Most reviews are short, enthusiastic recommendations. The negative side is often sympathetic: plenty of negative reviews also say they love, enjoy or see potential in the game, and some say they will wait, check back or change the vote once crashes or performance are fixed. Reviews that were edited after patches move in both directions, positive when an update fixed their crash and negative when a later one broke their save.
Who raises what depends on how far players got. The shortest negative reviews, often from people who refunded, are about frame rate, crashes in the first hours and a confusing opening. Long-haul players talk less about the opening; their complaints are about bugs that ended a long save, the gyrocopter and platforming sections, and the human-growing endgame.
Sentiment was steady over time. The weekly positive share stayed between 79% and 94% from launch week (82%) through October 2026, with no sustained rise or fall. Launch-month reviews focus heavily on optimization and crashes; later reviews more often report that performance improved, while each major update brought its own wave of new bug reports alongside the praise for new content.
4. What the developers could do
- Put stability ahead of new content for an update cycle. Crashes, freezes and lost saves come up in 30% of negative reviews, and some of those reviewers ask outright for fixes before more features.
- Add save-anywhere or a frequent default autosave. Players describe losing 30 minutes or more of progress to a crash because manual saves only happen at backup terminals.
- Fix the performance hotspots and the long-session slowdown. Reviewers name the Lazarus Complex, the warehouses and crowded boats, and some describe frame rates that keep sliding until a restart, even on high-end PCs.
- Add an unstuck option and harden the boat physics. Boats wedged at docks, flipping, or shedding their equipment are among the bugs reviewers say ended a save outright.
- Separate overlapping key bindings and allow full rebinding, including hold-to-aim. Players keep grabbing doors or unplugging weapons when they mean to fire, and some vehicle keys cannot be changed at all.
- Explain the human-growing system inside the game. Late-game players say they had to guess nutrient recipes and professions or rely on outside guides, and that expiring seeds and bugged pods broke their run.
- Tone down respawning swarms or add an enemy slider. Combat complaints center on leeches and worms that keep coming back, and several players ask for a peaceful or reduced-combat option.
- Add a head-bob toggle and other comfort settings. A small group of players could not keep playing because of motion sickness, and a head-bob toggle is what they ask for.






