UNOFFICIAL CO-OP EXPERIMENT CURRENT STATE / PROTOTYPE
A COMMUNITY EXPERIMENT FOR THE LAST CARETAKER / 001

THE END
IS BETTER
TOGETHER.

SCROLL TO EXPLORE01 / 04
01 / THE MISSIONCO-OP, BUILT WITH CARE

THE WORLD
WAS NEVER
MEANT FOR ONE.

THE IDEA / SIMPLE

The Last Caretaker asks you to rebuild humanity on a flooded Earth. We're exploring what happens when a second caretaker joins the work.

A shared world. A shared ship. Separate hands at the helm, on the deck, and in the cargo hold.

MADE BY THE COMMUNITY / UNOFFICIAL MOD
02 / FIELD TESTREAL PLAYTEST FOOTAGE / TWO PROCESSES

TWO VIEWS.
ONE SHIP.

Guest at the helm. Host aboard.
Both inside the same moving world.

Two gameplay views: a caretaker at the helm and the ship from outside
RECORDED FROM TWO LIVE GAME CLIENTS1.6× PLAYBACK / 00:13
03 / WHAT WE'VE TESTEDRECORDED THROUGH 23 SEP 2026

MORE THAN
ANOTHER
PLAYER.

Steer, move, carry, repair. Open a playtest to see the result, the capture, and how far that proof goes.

05 PLAYTESTS / CLICK TO EXPAND
SHARED-SHIP PLAYTESTSBUILD67 BASELINE
01 /TAKE THE HELM.A guest steers the shared ship while the host remains aboard.VIEW PROOFCLOSE PROOF
PROOF 01 / GUEST VIEW

Guest view from the real helm during a drive using the normal game controls.

Guest cockpit view over the bow and open water
GUEST / AT THE HELMOPEN ORIGINAL ↗
OBSERVED RESULT
Guest steering and throttle moved the host-owned ship. Exiting the helm returned the controls to neutral.
SCOPE OF THIS TEST
Verified on copied test saves. Fuel consumption and a complete voyage remain separate checks.
02 /SWITCH ROLES.The host drives while the guest moves aboard.VIEW PROOFCLOSE PROOF
PROOF 02 / GUEST VIEW

Guest view of the ship underway with the host at the helm. The passenger can keep moving as the ship turns.

Guest's exterior view of the shared ship underway, with the host visible inside the bridge
GUEST / SHIP UNDERWAYOPEN ORIGINAL ↗
OBSERVED RESULT
The host turned the ship by about 28°. The guest walked about 2.7 metres while remaining attached to the moving deck.
SCOPE OF THIS TEST
A specific passenger playtest. Long sessions and reconnecting underway still need broader verification.
03 /MOVE THE CARGO.Both inventories agree after a shared cargo transfer.VIEW PROOFCLOSE PROOF
PROOF 03 / HOST VIEW

One Plastic moves from the onboard Recycler into the host backpack while the guest keeps driving.

Before transfer: Plastic is in the Recycler and the backpack is empty
BEFORE / RECYCLEROPEN ORIGINAL ↗
After transfer: Plastic is in the backpack and absent from the Recycler
AFTER / BACKPACKOPEN ORIGINAL ↗
OBSERVED RESULT
Both clients agreed on the transfer while the ship travelled another 28.59 metres during retrieval.
SCOPE OF THIS TEST
This capture verifies a host Recycler transfer. Picking up every kind of world loot is still unfinished.
NEWER EXPERIMENTSSEPARATE TEST BUILDS

These milestones passed in separate experimental builds. They are still disabled in the installed Build67 fallback.

04 /MAKE REPAIRS.A guest repairs the engine using their own materials.VIEW PROOFCLOSE PROOF
PROOF 04 / GUEST VIEW

The guest holds the wrench on the Diesel Engine. The repair is shared, and its material cost comes from the guest.

Guest wrench aimed at the yellow Diesel Engine during the recorded repair playtest
GUEST / ENGINE REPAIROPEN ORIGINAL ↗
OBSERVED RESULT
Both clients read 1000/1000 engine health. Six Iron, three Plastic and 50 Wh were charged once; the repaired state survived a restart.
SCOPE OF THIS TEST
Experimental build only. This capture is from the preceding repair build; the final repair build passed through recorded game-state checks. Repair still needs retesting alongside the newer power and energy changes.
05 /SHARE THE POWER.Either player can operate the tested Main Power switch.VIEW PROOFCLOSE PROOF
PROOF 05 / GUEST VIEW

The guest turns Main Power back on after a restart. The switch indicator and the ship's lighting update in both game views.

Main Power switch off after restart, with red emergency light on the wall
BEFORE / POWER OFFOPEN ORIGINAL ↗
Main Power switch on with a green indicator and normal lighting
AFTER / POWER ONOPEN ORIGINAL ↗
OBSERVED RESULT
The saved off state returned on both clients. A normal guest interaction then restored power; repeated network requests did not trigger extra toggles.
SCOPE OF THIS TEST
Experimental build only. Verified for the ship's Main Power switch; other switches and the full electrical network need their own checks.
SURVIVE. SALVAGE. RESTORE. TOGETHER.
04 / BUILD STATUSPROJECT RECORD / 23 SEP 2026
CURRENT STATE / PROTOTYPE

STILL
BUILDING.

The shared-ship loop has real playtest proof. The next step is making those actions work together, survive a restart, and hold up through a longer journey.

INSTALLED FALLBACK / BUILD67

A WORKING BASE.
MORE TO PROVE.

Build67 remains the installed playable fallback. Guest repair, battery persistence and shared power-switch changes have separate experimental passes and still need verification together.

01 / BASELINE

SHARED SHIP.
REAL PLAYTESTS.

  • Host and guest helm control, with the other caretaker moving aboard.
  • Shared cargo transfers during travel, plus host repair proof.
  • One earlier moved checkpoint restored the ship, cargo, repair and tracked door state.
02 / EXPERIMENTAL

NEW PASSES.
TEST BUILDS.

  • Guest engine repair charges the guest once and survives restart.
  • Main Power responds to either player and restores its saved off state.
  • Guest battery drain persists: roughly 96 Wh after restart, without refilling to 120 Wh.
03 / NEXT GATE

BRING IT
TOGETHER.

  • Retest guest repair alongside the newer power and battery changes.
  • Resolve the offshore save and moved-ship restart failures.
  • Repeat the whole co-op loop on one build before expanding campaign coverage.

WHAT'S STILL OPEN.

FIVE AREAS / SPECIFIC NEXT CHECKS
01 / PARTIAL

SAVE & RETURN

An earlier moved-ship checkpoint survived a full restart. A later offshore save rejected unsupported loot, and a separate restart test sent the ship back to an old position.

WHAT NEEDS TO PASS

Repeat an offshore save, rejoin and full restart with the ship, players and supported inventories intact.

02 / BLOCKED

DIESEL & FUEL

A test-filled tank matched on both clients and survived restart. The Diesel Engine still reports an unmet requirement; normal refuelling and consumption have not passed.

WHAT NEEDS TO PASS

Supply fuel through normal gameplay and verify that both clients agree as the engine consumes it.

03 / INVESTIGATING

ONE SHARED WORLD

Client-only fire and a clock difference were observed. Hull damage sits outside the current module sync; the cause of the fire mismatch and weather agreement remain unresolved.

WHAT NEEDS TO PASS

Check hull health, visible effects, time and weather together in the same two-client session.

04 / INCOMPLETE

CABLES & WORLD LOOT

Cable items can move through shared cargo. Cable placement is still client-only, and broader world pickup needs a shared transaction before it is ready.

WHAT NEEDS TO PASS

Complete an interaction once, charge the correct player once, and preserve the result for both players after restart.

05 / UNVERIFIED

LONGER SESSIONS

A fresh pair joined with the guest alive and remained connected in a short follow-up. An earlier unexplained guest death, reconnect behaviour and full campaign coverage remain open.

WHAT NEEDS TO PASS

Repeat longer journeys, reconnects and campaign interactions on a single build with all earlier checks still passing.

THE RELEASE GATE

Join. Sail. Work together. Save. Come back.
The same world, on both screens, all the way through.

HOW WE VERIFY / TWO REAL CLIENTS

Playtests use isolated copies of saves, recorded gameplay and checks of the game's own state. The experimental milestones above were tested separately; a passing screenshot or one restart does not establish full campaign readiness.