Key art for The Last Good Boy

Game review

The Last Good Boy

6.5 / 10

Developer
vkaike2
Publisher
vkaike2
Released
4 September 2026
Platforms
Windows
Genre
Adventure, Casual, Indie, RPG, Simulation
Monetisation
Paid up front, no in-game purchases
Players
Single-player

The short version

The Last Good Boy is a cozy idle RPG from solo developer vkaike2, casting the player as Ramon, a brown shih tzu based on the developer's real dog, exploring an island to gather resources, craft gear, fight monsters and track down his missing friends. It released on Steam on 4 September 2026 at NZ$7.89 after roughly three years of development, and its launch review sample, while modest for a solo-developer debut, is clearly positive — 19 reviews, 18 of them favourable, landing at Positive on Steam's own scale.

Reviewers converge tightly on the game's charm and the developer's own visible affection for the project, repeatedly noting that Ramon is modelled on the developer's real dog and crediting fast, personal responses to bug reports on Discord. That praise sits alongside one unusually detailed dissenting review that lays out a specific structural problem: resource chains that require several indirect crafting steps to reach a single needed item, a pace of engagement the reviewer argues sits awkwardly between a true idle game and a true hands-on RPG, alongside mouse-only controls and repetitive music.

Biggest strengths

  • Reviewers consistently praise the game's charm, repeatedly noting the developer based Ramon on his real dog and crediting that personal affection with showing through in the game's details
  • Multiple reviewers specifically credit the developer with fast, personal bug-fix responses, including direct help on Discord for a tricky boss fight
  • More than one reviewer compares the game favourably to Forager, praising the linear progression of unlocking new resources and gradually building up gear

Biggest weaknesses

  • One detailed, heavily-upvoted review argues the game sits awkwardly between an idle game and an RPG, requiring frequent manual attention rather than allowing long unattended play
  • That same review breaks down a specific resource chain, acquiring "copper hearts," that requires several indirect crafting and combat steps just to reach one needed item, calling the process needlessly convoluted
  • The game supports mouse control only, with no keyboard movement option and no controller support, a limitation the same detailed reviewer specifically flags as a missed alternative input option

Who it's for: Fans of cozy, low-stakes idle RPGs like Forager who enjoy a charming premise and don't mind actively managing resource-gathering loops rather than leaving the game to run unattended, and who can tolerate mouse-only controls.

Our recommendation: A moderate recommendation for fans of cozy idle RPGs at a low price point, backed by a small but clearly positive launch sample and a responsive solo developer, with the honest caveat that one detailed reviewer found its core resource loop too indirect and tedious to enjoy.

6.5 / 10

Introduction

The Last Good Boy, developed and published solo by vkaike2, released on Steam on 4 September 2026 at NZ$7.89, following what the developer describes as roughly three years of work. It's a cozy idle RPG in which the player takes on the role of Ramon, a brown shih tzu stranded on a remote island, guided by a talking owl as he searches for his missing friends. Players gather resources, craft tools and gear, fight monsters for loot, and unlock enchantments while alternating between hands-on tasks and idle resource generation. The developer has said the character is modelled on his own real dog, a detail reviewers repeatedly note as central to the game's appeal. The game ships with Simplified Chinese and Portuguese localisation alongside English. As a genuinely small, solo-developer debut, it launched with a modest but clearly positive review base: 19 total reviews at the time of writing, 18 of them favourable, landing the game at Positive on Steam's own scale.

What's working: a charming premise backed by a visibly responsive solo developer

What comes through most clearly across The Last Good Boy's review sample is how consistently reviewers credit the game's charm to the personal affection behind it. One reviewer sums up the appeal directly: "The concept sells itself: a dog's life reimagined as an RPG, where his toys are weapons and his outfits are armor. What makes it work is that the developer based Ramon on his real dog, and that affection shows in every expression, animation and line of dialogue." A separate reviewer with over 15 hours logged calls it "a true hidden gem by a developer that has worked hard on a game for years," specifically praising the progression system's mix of resource-gathering and mini games for each activity. Another reviewer draws a direct genre comparison, writing that it "reminded me a lot of Forager, but with a more linear progression," and reports the game's enchanting system won them over even though they weren't initially sold on the combat.

The developer's responsiveness draws its own repeated, specific praise. One reviewer reports finding "a few small bugs that the developer was quick to respond to," while a separate reviewer describes reaching out to the developer directly on Discord after getting stuck on the game's second boss, receiving "some tips I wouldn't have figured out on my own." A reviewer who played an early beta build independently confirms this pattern of care, calling the finished game "surprisingly deep for an idle RPG" and specifically recommending it. Beyond bug fixes, a Simplified Chinese-language reviewer quotes the developer's own patch notes directly, describing specific fixes to enchantment loss, save-data corruption, and a woodcutting mini-game crash, alongside the developer's own note that the game had entered a nearly two-week countdown to its 4 September launch after three years of solo development.

The honest problem: one detailed reviewer says the loop is too indirect for its own good

Set against that praise, the sample's one substantially detailed dissenting review, carrying more votes than any other in the sample, raises a specific and carefully argued structural complaint rather than a general dismissal. The reviewer's core objection is that the game "was described as an idler RPG, but that hardly feels accurate, as the balance between hands-on and off gaming is screwed up," arguing that a true idle game should tolerate long unattended stretches, while The Last Good Boy's inventory limits and item variety force frequent manual attention instead. The review lays out a specific example to make the point concrete: acquiring a "copper heart" requires fighting copper golems, which themselves require crafting specific juices from mined copper and farmed slime, at only a 33% drop rate for the item actually needed, a chain the reviewer calls needlessly indirect when multiplied across the dozens of distinct resources the game demands.

The same review raises two further, more specific complaints: the game supports mouse control only, with "no keyboard alternative to move the dog," a limitation the reviewer argues is a missed and easy fix; and the game's music, while pleasant enough on first listen, loops on "an incredibly short loop that gets old remarkably fast," to the point that the reviewer muted the game entirely partway through. That same reviewer also reports the game's second act reuses the visual layout of its first area with little meaningful change beyond a new colour palette, calling it "copy and pasted into a grungy swamp." Elsewhere in the sample, the complaints are far smaller in scope: a Russian-language reviewer, while broadly positive about a couple of hours spent with it, is candid that idle games simply aren't their preferred genre, and a Simplified Chinese-language reviewer flags a handful of untranslated achievement names as a minor rough edge.

Verdict

The Last Good Boy backs up a small, clearly positive solo-developer launch with real, specific charm: reviewers repeatedly credit the personal affection behind Ramon's design, and more than one independently reports the developer responding quickly and personally to bugs and player questions. Its honest problem is laid out in unusual detail by one careful reviewer, who makes a specific, well-argued case that the resource chains underpinning the game's core loop are too indirect to satisfy either idle-game or active-RPG expectations, compounded by mouse-only controls and repetitive music. None of that undoes what a positive small sample is clearly responding to in the game's warmth and presentation, but the pacing complaint is worth weighing seriously given how carefully it's argued. At a low asking price, this is a moderate recommendation for fans of cozy idle RPGs willing to accept some real friction in the moment-to-moment loop.

Wanderer callout

A reviewer breaking down the exact chain of crafting steps needed to farm a single mid-game resource, copper hearts by way of copper golems by way of mined ore and farmed slime juice, is exactly the kind of concrete, checkable evidence Wanderer treats as more valuable than a general complaint about "grind": it names precisely what's frustrating and why.

Pros and cons

Pros

  • Reviewers consistently praise the game's charm, repeatedly noting the developer based Ramon on his real dog and crediting that personal affection with showing through in the game's details
  • Multiple reviewers specifically credit the developer with fast, personal bug-fix responses, including direct help on Discord for a tricky boss fight
  • More than one reviewer compares the game favourably to Forager, praising the linear progression of unlocking new resources and gradually building up gear
  • The mini-game system for accelerating resource gathering draws specific praise as a substantial, well-built addition rather than a token distraction
  • A reviewer who beta-tested the game reports it was "surprisingly deep for an idle RPG," and multiple post-launch patch notes show a developer actively fixing bugs within days of release
  • The game ships with Simplified Chinese and Portuguese support alongside English, with reviewers in both languages specifically thanking the developer for prompt translation and text fixes

Cons

  • One detailed, heavily-upvoted review argues the game sits awkwardly between an idle game and an RPG, requiring frequent manual attention rather than allowing long unattended play
  • That same review breaks down a specific resource chain, acquiring "copper hearts," that requires several indirect crafting and combat steps just to reach one needed item, calling the process needlessly convoluted
  • The game supports mouse control only, with no keyboard movement option and no controller support, a limitation the same detailed reviewer specifically flags as a missed alternative input option
  • The same reviewer reports the game's music loops are short and become repetitive quickly, to the point of muting the game entirely, and separately criticises a second explorable area for feeling visually copy-pasted from the first
  • A Russian-language reviewer, while broadly positive, is candid that the genre simply isn't for them and that the game didn't fully hook them despite a pleasant few hours
  • A Simplified Chinese-language reviewer flags incomplete Chinese-language achievement text and a stray untranslated character, both minor localisation gaps

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 6 / 10
  • Progression 5.5 / 10
  • Performance 7.5 / 10
  • Originality 7.5 / 10
  • Interface 5.5 / 10