
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 1162 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Routine was an.. Experience. A good one at that. I'd say its one of the scariest games I have ever played but I thoroughly enjoyed it all the way to the end. If its possible, start this going in completely blind. I only recently heard about this game, watched the trailer and was invested. My wife bought me Routine because she knows I like horror and didn't want me to see anything other than the trailer. I thank her for that. Outside of the story and horror, the game ran smoothly, looks really good, and sound design was phenomenal and lead to a fantastic, immersive experience. With this review, I intended not to spoil anything. If you like horror, please, invest in this game. It is 100% worth it.
Один из самых эстетичных и страшных хорроров на рынке. Я не из пугливых, поэтому первая половина игры мне не приносила прям ужас, однако после одного момента (кто играл, тот сразу понял) - это чуть ли не самый страшный видеоигровой опыт, который мне доводилось испытывать. Я понимаю, что страх субъективен, однако если Вы тоже испытываете проблему испугаться во многих хоррорах, эта игра точно доставит Вам удовольствие!
Media

Related
Related
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
아이템 표시가 미묘하고 길찾기가 어려워서 좀 헤맸다, 스토리가 좀 신기함.
En tant que grand habitué des jeux d'horreur, j'ai pris l'habitude depuis quelque temps de ne plus ressentir grand chose et la peur s'est un peu estompée avec l'expérience. Pourtant, ce jeu a réussi l'exploit de me redonner d'excellents frissons et sans jamais avoir besoin de tomber dans la facilité des screamers. Graphiquement, c'est une excellente expérience, très beau et surtout porté par une bonne direction artistique. Cette station lunaire au style rétro des années 70 est superbement réalisée jusque dans les moindres détails. C'est la même chose pour le son, avec une ambiance lourde et pesante qui vous prend aux tripes. Du côté des reproches, je dirais peut-être que les menaces ne sont pas très compliquées à esquiver et que l'histoire manque un peu de détails pour être parfaitement comprise. Malgré ça, j'ai adoré le jeu et je le recommande vraiment aux fans de l'horreur, des ambiances spatiales et du côté rétro/vintage.
What started out as a game that would've taken 5 years to make (It originally would've been on the Unreal 3 Engine) ended up being a 13 year passion project for a team of 3. Immediately the store page hooks players if I'll quote "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". After years of modern games handholding & constantly lecturing players on how to solve puzzles this is refreshing. Chapter 4's cryptogram puzzle is the hardest the game offers while it balances having a monster around without being too annoying while you're solving symbols & numbers. This game stuck in development hell before Alien Isolation ever existed advances realism by having your mysterious astronaut protagonist have the ability to have multi-directional crouching, standing & corner peeking. The game cleverly uses this new freedom of movement for players to check every nook and cranny of the Lunar base searching for fuse boxes, ammo, notes and so on. Your main tool that sticks with you the whole game they call a C.A.T or the Cosmonaut Analytics Tool for short. It allows wireless access to terminals, Disarming shock blasts, magnetic interference removal & if you further move on you gain Door security & Ultrascan (detecting anything with UV light) upgrades. Options wise it allows a lot to customize including your keyboard bindings which is a plus especially with how movement and action heavy the game is with slower pacing. Even though the game can take about 8-9 hours to finish it definitely set a great standard for future FPS horror titles to use realistic movement in future titles which the last time I saw something this unique was playing Monolith's Condemned: Criminal Origins & F.E.A.R series. What fascinated me about this game was how ambiguous & esoteric the narrative is despite notes & audio recordings suggesting that it's just a [spoiler]space discovery gone wrong & a potential epidemic going on at the Moon. With how strange the chapter titles go from Birth, Incision, Re-create, Adrift, Endure, Legacy & Rebirth it has more to say symbolically. From my own experience especially if you had to deal with a lot of death in the family I thought the game had great existentialist themes going on. I interpreted the whole game as a message on how suffering makes us more empathetic people especially how you treat Entity A during the 2nd half of the game. Entity A easily had the upper hand to kill the player but he still wanted you to play a video showcasing the dead Entity B next to an apple tree. I think the devs wanted to take the old Genesis story of Adam & Eve to apply a what if situation if Eve never ate the apple of knowledge. Could we have possibly ended how saddening & final death is? Then there's the stuff about how it's possible that the moon represents femininity, The earth is the male counterpart & especially how weird the game ended with the possible rebirth of the protagonist. I think it's safe to say the game wanted to say something beautiful about life & how we have endless options after we die even if it means being reincarnated into something else.[/spoiler] Currently there's a bunch of theories being discussed about this game and I think it makes a timeless piece of entertainment if it allows people to still discuss the game even if we'll never get all the answers & I think that's a wonderful experience. For the fair price it offers (around the $20-30 range) I recommend playing this game & it might be the best narrative in a long time that has gripped me every step of the way. I won't forget how aggressive it was in the first half and bittersweet during the second half sound design & music wise in its presentation.
Brilliant atmosphere, good setup, worldbuilding felt well crafted. I liked the use of the CAT tool, but felt it was both underutilised in certain areas, and overutilised in others. Also it felt like the game forgets what it is meant to be in terms of horror, shifting from one sub-genre to another. I did not enjoy the second half of the game as much as the first, sadly. I would play a longer version of this game, with more exploration, secrets, fear factor. I loved the atmosphere and think the game could explore more of its world.
关卡设计有待加强, 美术和剧情表现堪称艺术
This game was SUCH a Great horror game!! From the atmosphere to all its game mechanics/puzzles were so cool and intricate. Would love to see another game!!
Fully disclosure I've been following this game for a very very long time and was worried I'd never get to play. From the very first screenshots before we even had a trailer I was in. The UI, sound design, environments, and mechanical devices are hands down some of the best of any game I've played. The entire vibe is just so pitch perfect and everything marries incredibly well. The models and animations in concert with the sound design and UI just feed into one another so beautifully you feel the weight and analog nature of everything. It's certainly short so I can understand some reluctance to jump in, but I was locked in from the moment I hit go. I could wander these halls for hours. There are so many story telling treasures to find that help build the mystery and create a picture of the station before your arrival. No real handholding aside from the intro guiding you on how to use your tools and they're all built into the environment which helps keep that atmosphere. I am eager for more in this world.
hermoso
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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