
Game intel
The Last Caretaker
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…
The Last Caretaker grabbed my attention because it takes a genre that’s been coasting-raft-likes and ocean wanderers-and gives it an actual goal beyond “don’t starve.” You’re a reawakened robot in a drowned world, tasked with rescuing human seeds and launching them into space. That premise could be the difference between another loot treadmill and a survival game that actually means something.
Launching into Early Access on November 6, 2025 for $34.99/€29.99/£26.99 on Steam and Epic, the debut from Finland’s Channel37 promises modular crafting, resource-based combat, deep worldbuilding, and weekly developer livestreams. It’s an ambitious pitch-and that price tag suggests the studio knows it.
On paper, The Last Caretaker isn’t just another “float, fish, fashion a spear” loop. The hook is caretaking—recover seeds from vaults across an oceanic planet, nurture them, and launch them toward humanity’s future. That gives every mundane survival choice a moral and mechanical anchor. Do you burn rare fuel for speed across a storm, or save it for a seed launch window? Does building a tougher hull delay the incubator that keeps hope alive?
“Modular crafting” can mean anything from a tidy tech tree to proper systems tinkering. The optimistic read: you’re bolting together ship modules that meaningfully change your playstyle—storage barges for slow hauls, nimble skiffs for vault runs, defensive rigs when rogue machines stalk the megastructures. If Channel37 delivers that kind of choice, it could dodge the sameness that sinks so many survival sandboxes.

Resource-based combat is the big question mark. If ammo and parts are scarce, fights have to be worth it—think tense Subnautica leviathan encounters, not bullet sponge drones. The early promise sounds more “plan and pick your battles” than “craft bigger guns forever,” which fits the caretaker tone. But it’ll live or die by encounter design and how many paths (stealth, avoidance, gadgets) are genuinely viable.
Channel37 isn’t a household name, but Finland punches way above its weight in game design—Remedy for narrative craft, Housemarque for feel. Smaller Finnish teams tend to obsess over systems, and Caretaker’s pitch reads like a studio that cares about loops and lore working together. Weekly developer livestreams also give Early Access some teeth: we get to see builds, ask hard questions, and hold them to a roadmap in public. It’s the right move if they’re confident, risky if those streams turn into “see you next week” filler.

For Early Access, $35 is premium. Subnautica and Valheim both launched cheaper and built insane word of mouth before raising expectations. That doesn’t make Caretaker overpriced—it just means it needs to feel substantial on day one. If the core loop (vault runs, caretaking, launch prep) is already tight and the ocean offers genuine discovery, the price makes sense. If the world feels sparse or the modules are mostly stat bumps, waiting for a few content drops is the smart play.
The strongest green flag is the weekly livestreams. If Channel37 uses them to demo changes, explain design intent, and take feedback without defensiveness, the community will carry this across the finish line. If they’re just marketing beats, the ocean’s going to feel a lot emptier.

I love when survival games give your grind a soul. Caretaker’s robot perspective—nurturing a future you’ll never see—sounds more Talos Principle than scrap-hoarder simulator. If the game lets that theme bleed into mechanics (sacrifice, stewardship, failure that still pushes the story forward), we might remember it for more than its water tech. If not, it’ll be another pretty ocean with a to-do list.
The Last Caretaker brings a purpose-driven spin to ocean survival: save the seeds, launch humanity. The price is steep for Early Access, but weekly dev streams and a strong systems pitch could make it worth it. Wait for first-week impressions unless you’re hungry for a thoughtful, solitary survival loop with a moral core.
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