
ROUTINE is a First Person Sci-Fi Horror set on an abandoned lunar base designed around an 80s vision of the future. Explore and investigate your surroundings as you survive against unknown threats.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 6.71/day in the week to Sep 10 → 11.57/day in the week after.
About

█ ROUTINE is a First Person Sci-Fi Horror title set on an abandoned lunar base designed around an 80s vision of the future.
Curious exploration turns into a need for survival when a lunar base goes completely quiet. Searching for answers puts you face to face with an enemy who is certain the main threat is you. Discoveries lead to deeper unknowns and the only way to go is forward. ▌
Note: ROUTINE offers no waypoint markers, finding your way is part of the experience. Slow down, observe your surroundings, explore carefully, and review data to uncover the path forward.
█ EXPLORE: Roam through contrasting sectors of the lunar base, from deteriorating living quarters and tram stations to an abandoned mall. ▌
█ OBSERVE: Investigate your surroundings and uncover crucial information to progress and piece together the events that unfolded before your arrival. ▌
█ IMMERSE: Full body awareness, diegetic audio, and minimal UI help create a gripping and atmospheric experience. ▌
█ OPERATE: Your Cosmonaut Assistance Tool (C.A.T.) is vital. Use it to access critical terminals, navigate the environment and identify clues. ▌
█ SURVIVE: Run, hide, or attempt to defend yourself against unknown threats using the C.A.T. as a last resort. ▌

Genres
Sums Steam only; Xbox publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $17.49−30% | 8.4Kreviews | 92% | — | $4.8M |
| $24.99 | 3.1Kratings | 82% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1144 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Players who enjoyed this game also liked: SOMA, Alien Isolation, Obervation, The Invincible
As one of the people that have been following this project for 10+ years, I was incredibly excited to see it finally come out - but, to my disappointment, there's honestly just very little to the final product, other than some admittedly very, very well done audio & visual styling. 1. The enemies (all *two* of them) are very simplistic - they see you, they walk towards you, you run to a hole where they can't get you out of. You can also (temporarily) stun them with your handheld. And that is literally the entire extent of your ability to interact with them, and their ability to interact with you. 2. Functionally no "mechanics" to speak of - while your handheld does allow you to "interact" with a small handful of very specific objects in the environment, these interactions are all entirely scripted, and most of these mechanics are used once or twice to progress through a particular area/puzzle, and then literally never used again. There are no "items", no inventory, and no alternative ways to approach any of the puzzles in the game - so there are no choices to make, and no "emergent gameplay" of any sort in general. 3. Very little in the way of a story - there are some logs to read, and a small handful of cutscenes to watch, but there's no particularly satisfying reveal or resolution, and that stretched all the way to the actual ending of the game for me (I genuinely had that awkward feeling of "no way, is this really the ending?" when it finally arrived.) There's some teasing of more interesting/otherworldly things going on behind the scenes, but nothing meaningful comes of any of it, just the aforementioned logs and a blurry video or two. 4. Very uneven visual variety - the first half of the game is fine in this regard, with a lot of fun and varied retro visuals to give the game color and character, but the second half just turns into a total slog of muddy grays, browns, and greens, which one would probably get lost in during all of the backtracking, if the levels weren't so small and linear on top of it. The game, as a whole, feels like one of those Chilla's Art/Puppet Combo type experiences, just with far higher production quality - the things that *are* in the game look and sound very "crunchy", having obviously been given an excruciating amount of polish, but the actual *volume* of what you get to experience in this game is incredibly small, totaling up to 2 enemies, ~4 levels, and a few voiced-over cutscenes. No difficulty settings, alternate endings, or anything else to warrant a second playthrough, either - you play it once, and you have seen literally everything there is to see. Probably a fine value for the money if you can get it on sale, but I don't think I would pay more than $20 for it.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 11.71/day in the week to Jul 30 → 11/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It seemed to be my thing before I even started, despite bearing the title of some self-aware "cozy game". It's anything but cozy. Getting gripped by the liminal space atmosphere took no effort. I'm a sucker for Kubrickian retrofuturism, especially so impeccably stylised. Man, these blooming shapes and colours adorned by the soft, blurry light! As if an album of vintage space-related stamps my dad used to collect came to life. The stamps probably worth a fortune today, quite unlike your bland Funko Pops whose value depreciates as we speak. Anyway, I particularly love our Moon as a platform for a solid horror story. It hits close to home in terms of sci while being distant enough to remain fi, giving such settings a certain edge. Arkane's Prey comes to mind, now that was a blockbuster! Did you know Microsoft closed the studio a couple years back? Today they came to gut the likes of id and inXile, my dearest. Compared to these chyorts at the wheel, Ballmer and Gates were literal saints. A horrifying thought... Where was I? Ah, yes, let's stay on a much more comfortable subject of unimaginable cosmic horror about robots going rogue and such. Yeah, right, who could imagine that these days? Let's face it, there's no solace, no venues of escaping reality left. All that you love will be carried away and you will be here, forcibly conscious, a helpless witness to own deprivation without end. [h3]CAT's Cradle[/h3] Helpless is how Routine makes you feel, on purpose, by depriving you of almost any means to defend yourself. We play as a newly arrived external software engineer. Unlike Isaac, you're a mute nobody in other people's story. The moonbase is in lockdown, reportedly due to a quake, so half of the electrical equipment is damaged, another half stomps about trying to get your ass. All you get (and need) is a CAT, or Cosmonaut Assistance Tool in this context. Its main functions are wireless connection to various electronic devices at the base, including access to unlimited save points, as well as degaussing robots and locks, later ultraviolet light, torch, etc. Periodically it gets upgraded with new modules and software, but don't expect an imsim weapon system out of it. The upgrades are dispensed linearly and mostly revolve around opening doors. Degaussing consumes battery power, so here's your combat and a survival horror resource to worry about? Nah, I maybe disabled two robots throughout and then the game forgot the mechanic. You can't even hoard batteries, got 3 shots before one runs out, then gotta find another one - everywhere in endless supply. Yeah, it ain't Prey or Rezzy, yet not a walking sim either. To progress, you must pay attention to environments, easy given how amazing they look, and comprehend what's going on (much harder). Routine puts an emphasis on adventure elements, building suspense by forcing you to always keep your head in the game if you want to solve its puzzles under pressure. The majority of those involve reading notes for codes, searching for things to short-circuit and ways to open doors. Except it's a bit more inventive than it sounds. Also, hella obtuse. I got stumped all the time since, for better or worse, the game doesn't hold your hand while requiring adaptation to its unorthodox ways. Well, mildly so, mostly just unusual or janky. There were a few awkward puzzles that felt like I was doing something wrong due to poor feedback or was expected to remember a reason for backtracking through a whole area. Often I entered a new place and realised I had no idea why. To put it bluntly, the signposting sucks. Being able to view your current tasks doesn't always help, their descriptions are abrupt. After I got the gist of the game's quirkiness, I warmed up to some of it, but some made me question if Routine started as a different game. Say, it sports a control scheme reminiscent of the original System Shock. What a tease. The way they showcase it in the tutorial, the ability to lean left, right, up, and down was supposed to play a part in how you interact with the world. Nope, it's a gimmick. What works for immersion is how you operate the CAT. There's no HUD, you need to inspect it first, meaning physically looking at it, then pushing buttons on the device using a cursor. Panic-inducing in a pinch! The same Doom 3 technique goes for every display you encounter. I wish to see it more often in gaming. [h3]Worth Enduring[/h3] Hit or miss, the curious decisions give the game tangibility. Coupled with Alien-adjacent sound design using subliminal tricks in the vein of hissing doors or whispering machinery, it easily translates into good scares. You're on the edge before you see a threat face to face. It won't happen too soon, this one crawls as slowly as your character sprints. Oh yeah, it's a stealth horror. With a few exceptions like Amnesia: The Bunker, stalker horror was never my forte since I don't possess the patience required to sit behind a cupboard, waiting for a braindead stalker to tire itself out and leave. It helped that, like everything else, Routine's sneaking mechanics are tasteful enough. By "tasteful" I mean less annoying than they could be, all things considered. You can sprint past the blind and deaf robots, hide under a table in front of one's eyes and get away with it. They don't kill you right away and give up fast, which is great. The loop feels "cinematic" for the first half, even thrilling. Later, stealth begins insisting upon itself, going back under that table turns a bit stale. Not as dramatically as some claim, mind you. The game is at its best when it crafts a scene, everything feels great the first time you see or do it. But the minute-to-minute gameplay becomes, well, routine the more you're exposed to it. Playing hide and seek and even puzzle-solving begin to feel like an obstacle whose artificiality soon shows its seams. For me, the magic partially dissipated as I roamed around forever after missing a card, a button, a note, or failing to realise a vent door works like a pet flap. All without a map. I got my hopes up when the Entity came after me, its moans alone were so unnerving! Then I saw it... welp, at least it's caked up alright. Is this what I dragged my slow ass through that convoluted slog!? Strong words! How come I still recommend Routine? As long as you know what you're getting into, you could make the most of it if you're anything like me. Look, it isn't perfect. Solemn, slow, confusing, it outstays its welcome. But it wasn't so hard to endure the last hours for the sake of its strong atmosphere and the sights, not to mention a touching story, the kind that made me feel like a better person afterwards. Undeservedly so, I only grasped it symbolically. Sure, the aimless wandering is annoying, the cheek freak is kinda goofy. However, it felt good to finally figure things out, and I can't lie, I feared the cakewalker, even the robots managed to catch me off guard at times! Isn't fear the most important factor in horror? The atmosphere propped by high-class artistic visuals and sound design elevate Routine above mediocrity, while its obtuseness holds it back from becoming a masterpiece. I'll go out on a limb by saying blasphemous things. This game would be brilliant if it had a safe mode like SOMA where enemies don't react to you, and objective markers or, better yet, Dead Space's locator. Stop booing me, I'm right! My curator [url=https://store.steampowered.com/curator/35305390/]Big Bad Mutuh[/url]
Amazing art and sound but weak gameplay. The puzzles are poorly communicated, navigation is miserable and essential items blend into the surrounding junk, while some vents look inaccessible until you practically press your face against them. The game is so dark that it interferes with navigation and finding items, yet the flashlight activates only when the game decides it is dark enough and cannot be switched on manually. Thankfully there is a mod that adds this highly advanced feature. Movement is painfully slow, making the constant backtracking and searches for easily missed items even more tedious. There is no pause even in menus or while reading logs, and enemies remain active so engaging with the story means either rushing through the text or luring them away and backtracking afterward. Combined with other mechanics that feel designed to waste your time (the C.A.T.), this makes the enemies annoying rather than frightening. The story sets up an intriguing mystery but abruptly changes direction halfway through as if two unrelated games were stitched together, then ends without a satisfying payoff. Style can only carry a game so far.
Rutin для меня оказалась абсолютно неоправданной. Мне не сильно ясны восхваления в ее сторону, и сейчас я постараюсь донести, почему она мне не зашла. В игре абсолютно простой и пустой сюжет, он ничем не цепляет, нет какой-то цели, задачи или в общем понимания, для чего и что ты делаешь. Просто на тебя сыпят одинаковые "рутинные" задания по нахождению кодов доступа, возвращению в предыдущие локации и их вбиванию. Игра рассказывает о сюжете только посредством записок, дневников, почты и т.д., где посыл один и тот же: у всех постепенно едет крыша. Игру можно поделить не условно, а прям четко, на две части. Первая проходит на современной станции, на которой роботы по непонятным причинам, так и не объясненным, убивают весь персонал. Задача игрока - выключить непонятно для чего и зачем какую-то защиту, чем ты собственно и занимаешься. Противники абсолютно не пугают и не страшны в этой части игры, роботы медлительны, но очень внимательны. Однако проблем с ними особо не возникает, не стоит ждать уровня Alien: Isolation, все крайне просто, чересчур линейно, зачастую даже не особо и интересно. Натыкав с десяток паролей и выключив системы, мы неожиданно попадаем во вторую часть игры. Вторая часть представляет из себя какой-то ветхий подвал, станцию явно давно заброшенную. Тон резко меняется, терминалы становятся еще допотопнее, чем были, но и появляется новый противник в виде недочеловека, от которого придется ныкаться. Собственно, с чем проблем опять же не возникает, оно себя ведет крайне хаотично: то пропадает, то появляется, и в общем как таковой угрозы постоянной нет. Мы снова бегаем туда-сюда, что-то выключаем и выключаем, пароли и бла-бла-бла, снова рутина. Прочитав все это, я думаю, вы поняли, что игра для меня - обычная бродилка с редкими моментами устрашения. Да, она пугает, но уровня того же Dead Space или Alien: Isolation абсолютно нет. Сюжет крайне короткий, и разрабы для увеличения хронометража решили добавить бэктрекинга, загадки, не подсвеченные кнопки и убрать какую-либо навигацию картой. Ладно, ясно с сюжетом. Есть за что похвалить все-таки - это механики, которых в других играх нет: встать на цыпочки, прилечь пониже, всякие инфракрасные примочки и шокеры. Но почему они бессмысленны и не спасают ситуацию? Ибо ты ими за всю игру пользуешься пару раз. Шокер нужен для щитков и самообороны, щитков за всю игру штуки 3-4, считая обучающий. Инфракрасной штукой вы воспользуетесь трижды, опять же учитывая обучение. Встать на носочки или прижаться вообще никак, кроме как в обучении, не используются. Нет смысла и в кнопке выключения твоего инструмента ИПК, кнопка размагничивания опять же только один раз, и снова в обучении. Туда же можно отнести и батарейки для питания ИПК: непонятно зачем их вообще добавили в игру, ибо валяются они на локациях просто кучами, дефицита в них нет никакого, и смысла в этой механике я так и не увидел. В игре есть механики, но про них абсолютно забыли и никак не применили. Убери их из обучения - и в игре ничего не изменится. Крайне раздражало отсутствие нормального фонарика. Фонарик есть, но он работает только при наведении ИПК на экран. А в чем проблема пользоваться им от бедра? Игра процентов 70 проходится в потемках, но в принципе на локациях и изучать нечего, помимо записок. Да, отдаю должное, игра выглядит прекрасно и звучит еще лучше, но эти вещи из нее не делают "хоррор игру года", ибо она во всех остальных аспектах просевшая. В игре явно заложен какой-то всевышний смысл, завязанный на религии. По игре вы это поймете по явным схождениям в двух сущностях, яблоко и яблоня, Эдем и т.д. Но от этого особо интереснее не становится.
I admit game was good from jumpscares to the puzzles , insane graphics quality i likes it :3
Wtf is this game even about, also UE crashing simulator for no reason Horror game but it has like 3 jumpscares from entity A
BUY BUY BUY! Jokes aside absolutely loved the game. Reading the reviews had me slightly concerned with the length, difficulty and scare factor. i was pleasantly surprised after actually playing. it was longer than the reviews made it out to be, harder than made out to be (The puzzles mainly) and made be audibly scream multiple times.(PLAY ALONE IN THE DARK) The setting and design is INCREDIBLE in my option. Its got a unique Retro Future setting and the graphics and sound design make it so immersive. The tech has that tactile analog element and audible response that we remember growing up when electronics were still so new. Tips to get the most out of the game: -Dont look up guides or how to's until youve really attempted to solve the Obstacles the game is challenging you with. - Slow down and take in the atmospheric environments. Its easy to tell how much effort was put in making this alternate reality immersive. -wear headphones.
Этой игре больше подходит название "Душнина"! Ходи себе по пустым коридорам в полной темноте, открывай двери. На этом весь игровой процесс и ВСЁ! Ну я хз тут надо прям любить такое, видимо мне не понять.
ROUTINE - аудіо хорор з 13-річною передісторією Спершу про розробку бо тут є що написати. Гру анонсували ще у 2012 році як інді-відповідь на Dead Space і Alien: Isolation, і вона одразу привернула увагу. А потім зникла на роки. Команда працювала без зарплати, жила на заощадження і допомогу друзів, а у 2016 році повністю зупинила розробку через фінансові та особисті проблеми. Повернулись лише у 2020-му, фактично почавши з нуля, і лише з приходом видавця Raw Fury гра нарешті дійшла до релізу у 2025 році, через 13 років після анонсу. Ще цікавий факт, саундтрек мав писати Мік Гордон це той самий що робив DOOM Eternal, але у 2024 році він покинув проект, хоча частина його роботи все ще є у грі. Тепер про саму гру. Дуже сильно виграє за рахунок аудіо і ретро-стилю от прям 12 з 10, атмосфера місячної станції у дусі 80-х передана чудово. Але дуже сильно просідає по інтризі, сюжету і деяким головоломкам які іноді геть не очевидні, гра дуже сильно спрямована саме на увагу, бо щось пропустити, натупити, тут прям легко як відкриття дверей. Вороги окрема тема. Перші з них тупі як пробки і лякають виключно звуком, а ще вони БОРЦУХИ які люблять КИДАТИ не мов сміття ГГ. Але от Об'єкт А - це вже інша розмова, може дати просратися по-справжньому. Вичитування лору з записок у першій половині, та в цілому і в другій, рутина в найгіршому сенсі слова, і засипаєш саме на цих моментах. В цілому рекомендувати можу, але в моєму випадку не зайшло аж зовсім.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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