
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
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.
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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
[h2]Исповедь фаната[/h2] или [h2]-После стольких лет? -Всегда... [/h2] Примерно так можно описать годы моих "взаимоотношений" с ROUTINE. Больше 10 лет назад я впервые увидела геймплейный трейлер в подборке грядущих хоррор игр и.. ох, как же он меня тогда впечатлил! Я помню этот момент очень ясно: никакого списка желаемого у меня не было, так что я взяла стикер и записала на нём большими буквами R O U T I N E, чтобы не забыть. И не забыла) Я взрослела, в жизни случалось многое, но воспоминания об этой игре периодически возвращались ко мне яркой вспышкой. Стабильно, раз в пару лет, я старалась проверять сайт разработчиков, новостные подборки, трейлеры будущих новинок.. но со временем новостей становилось всё меньше. Люди вокруг говорили: "это очередной скам с кикстартера, они уже давно закрылись, как и тысячи подобных проектов, нет смысла ждать" А я ждала. Слишком амбициозным мне показался тот трейлер, слишком хороша была идея и реализация (на уровне того трейлера), чтобы всё бросить. Я пыталась убедить всех вокруг и саму себя, что эта игра реальна.. это стало навязчивой идеей. И всё не зря. Наверняка, ребята прошли через производственный ад и бог знает что ещё, но они точно сделали как минимум одного человека счастливее (меня :ɔ). Ещё раз хочу поблагодарить Lunar Software и пожелать им найти в себе силы продолжать, потому что чертовски хорошо получается. Также спасибо Raw Fury за помощь в нужный момент. [h3]Пару слов об игре[/h3] Я давно уже не могу играть в привычные современные хорроры. Во-первых, жанр в идейном и техническом упадке, на мой взгляд. Во-вторых, я очень боюсь БУ! этих внезапных пугалок, аж сердце болит. Зачастую, "разработчики" пакуют десяток дешёвых скримеров под соусом псевдоинтеллектуальной идеи (чаще совсем без неё) и называют это "хоррор", но я всегда чувствовала, что жанру не хватает глубины. Не хватает холодного липкого страха, который рождается где-то внутри тебя однажды и больше ты от него не отделаешься. ROUTINE удалось. Что же в ней такого особенного? [list] [*]Иммёрсив. Как же я просила у Деда Мороза хоть одну достойную игру без привычного интерфейса, казалось, что таких игр уже не делают. Разработчикам очень страшно, что геймеры со стажем не поймут, что прицелиться нужно на правую клавишу, а выстрелить на левую. Что если на экране появляется окно , которое выглядит и пахнет как окно windows, то и взаимодействовать с ним можно соответственно (таскай мышкой, кликай, сворачивай, закрывай). Спасибо Lunar Software, что учли наличие у меня головы на плечах и не стали делать эти бесячие туториалы, не стали подсвечивать путь и рисовать маркеры, не стали обводить желтой краской каждый выступ. [*]Атмосфера. Им удалось соединить реалистичную графику + vhs фильтры + кинематографичные локации с драматик освещением. Все эти LUTы и затемнения создают какой-то невероятный уровень погружения. [*]Звук. Это полноценный хоррор актор. Звуков очень много и каждый служит своей цели - заставить вас поверить в происходящее. Лунная станция живёт своей жизнью, а вы всего лишь маааленький человек. Музыка, напротив, редкий гость. По мере продвижения по сюжету вы будете ощущать себя всё более одиноким, а музыки, как продукта человеческого мышления, будет становиться всё меньше. Я думаю, это сознательный ход. Такая звуковая депривация может усилить напряжение в будущем. Хочется ещё много рассказать.. про то, как меня напугала полнейшая тишина, как услышать шум своего сердца или боль в голове, но вам нужно самим попробовать. [*]Сюжет. Вижу негодование в комментариях, вижу люди ждали рассказ о сумасшедших роботах и мегакорпорациях, которые плетут заговоры. Но мне подобная идея кажется очень поверхностной и заезженной. Да, тут есть корпорация, да, есть роботы, но.. это всё лишь часть большего. Чтобы разобраться в сюжете, нужно просто внимательно читать записки и личные терминалы. Записи часто дублируются и вы вряд ли пропустите основу, но самый интерес кроется в деталях и расцветает в конце игры. [/list] Чтобы увидеть всю красоту этого проекта и насладиться им, как я, нужно перестать бежать. Проходите игру не ориентируясь на часы, исследуйте, рассматривайте, вслушивайтесь, и этот проект не оставит вас равнодушными.
Loved every second of this game! For anyone who is a fan of Alien Isolation, you will DEFINITELY find something you like here. The retro design, with the vintage filter, and the atmosphere make this the perfect horror game in its 70's to 80's themed class. Obviously you can tell it does not have the same financial backing of a AAA game, but it is definitely very well polished. No bugs, no hitches. Seriously well done! The design is just beautifully creepy. Few things to note though: You really gotta open up your eyes and look around, because a lot of things are left fairly vague. However, common sense, coupled with exploration will land you where you need to be, but don't expect an a-typical waypoint marker to find things (e.g. Key items) or locations. In the settings, if you notice your PC is gasping for air, and the fans are spinning like mad (regardless of your specs), DO NOT leave the framerate at "Unlocked"! Cap it to what your monitor supports, or something less than that, but not "Unlocked". I thought my PC was going to start flying from the desk from how loud the fans got.
Absolutely phenomenal. The best horror game I've ever played. If you are a fan of Alien, Analogue horror or looking for something different, try this. Immersive design on every element is what really brings this experience together. You feel every action and consequence. Don't look up anything about this game and go in completely blind, I did, and it was 100% worth it.
Лучшая энвирка в играх, которую я видела. Такой работы 3д художников еще не было. Просто аплодирую стоя. По игре - самая жуткая игра за всю мою жизнь, наверное. Густая атмосфера одиночества и жути, подкрепляемая постоянными двусмысленными звуками на фоне полной тишины, редкие, но меткие скримеры, местами приятное меланхоличное музыкальное сопровождение. Из минусов выделю концовку - слишком философски и тонко, что аж непонятно, но это конечно же субъективно. Благодарю дарителя за эту игру.
The atmosphere, sounds and details in the game are all amazing. It perfectly show us what it feels like to be completely alone and isolated on a space station on the Moon. In this manner, those who, like me, love "Alien Isolation" will love "Routine" too. However, as seen in some other reviews, there's a major problem. From the beginning, the game never gives you a hint. You're just like a child starting elementary school, not knowing what to do or how to do it. I don't particularly like games that gives everything too easily. But, this is a different level. Let me explain what I mean with an example. In the first hour of the game, there are the "Living Areas," where the rooms of those who previously lived on the space station are located. So far, so good. But to enter this area, you need to enter your number on your ID card into the computer that opens the door. You get your ID card within the first five minutes of the game. But here's the problem. Because there's no inventory system in the game, you don't know where you've hidden the ID card. It turns out that the ID number is written on your spacesuit!! And to see this, you apparently need to glance at your own chest area. This information, which seems simple to you as you read this, I only learned about while watching another player on YouTube. Okay, it doesn't have to tell the entirely story in the beginning. But I shouldn't have to struggle so much to figure out how to use a simple ID card. [b]The game is great. But there's a big "but" here. Play it only if you're willing to spend hours wandering around and tinkering with devices without knowing anything. If you're not, it's better to stay away.[/b]
I wish I could add screenshots to reviews. Absolutely outstanding horror experience. The sound design, the retro-futurism reminiscent of Alien: Isolation and the hand-crafted level design blew me away. This is clearly a game created with love and passion, the kind you can feel the developers spent hundreds of hours just to make a certain door creak the right way, or a certain light to have the perfect tone while blinking. This is one of the very few games where the whole vibe itself carries the game, instead of its individual parts. It's more dreadful than scary: what is not there and the chance that "it might" be there screws with you. Of course, it's not a walking simulator, you're going to find very horrible ways to die if you treat the game as such. Worth its normal price, but if you're waiting for a sale that's fine too. 4.5/5
Reviewing (mostly) every game (or DLC) in my library, part 635: ⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️☆ (9/10) Ah, close enough, [i]Alien: Isolation[/i], welcome back! I kid, I kid; nothing is touching [i]Alien: Isolation[/i] as my number one horror game, but [i] ROUTINE[/i] comes pretty damn close. It's hard [i]not[/i] to acknowledge the similarities between the two. Both take place on a creepy space station, have monsters chasing you, a sweet retro aesthetic, and are f-ing terrifying. However, [i] ROUTINE[/i] differs in some significant ways. For one, it emphasizes a UI-less viewing experience and problem-solving. Secondly, it features a more esoteric, philosophical story. It's quite a bit shorter, as well, and its second half is not quite as good as the first. However, it's one of the more atmospheric, unique, and petrifying horror games in recent memory. [b][h2]Pros:[/h2][/b] ✅ [b]Atmosphere/lighting/visuals.[/b] I cannot say enough about the game's atmosphere. The retro-futuristic visual direction is striking, not just in its aesthetic choices but in how those choices are used to shape mood and perception. The environments are bathed in a soft, diffused haze that slightly obscures detail at range. Nothing feels brightly or evenly lit; instead, illumination feels scarce, directional, and almost clinical. Light sources often define paths, isolate objects, or obscure threats rather than fully revealing spaces. There's a strong sense of intentionality in layout and detail placement, too. Living rooms are full of clutter, only to be replaced by sterile, sickly-green corridors. It's a very strange mix of beautiful, calming, and unsettling. ✅ [b]Sound design.[/b] Extended stretches of near-silence are punctuated by sudden mechanical noises or subtle, organic-sounding disturbances. Slow, dripping water, a door slamming shut. Your heavy footsteps and labored breathing. The humming of machinery. Istg, the game should have been called SILENCE instead, because the silence is the worst part. For once, I found myself WANTING to hear the heavy stomps of robots or the low wailing of you-know-what. Thanks to the proximity-based audio design, you can always rely on the ultra-distinctive sounds of footsteps to pinpoint their locations. You should freak out only when there's quiet. Who knows where the monster could be? Right around the corner, perhaps? :) ✅ [b]Immersion.[/b] This word—along with "hand-holding"—is talked about to death so much that it means nothing to me. (Plus, I always get a feeling of snobbish superiority from those who insist on it, but whatever). HOWEVER, the focus on immersion is both well-done and makes sense for the game. The first thing I always do when booting up a game is check the map. To my alarm, as I am rather directionally challenged, there is none. Not even one on the [i]wall[/i]. To my delight, I managed to create a map of the whole game in my little ole head, twisting corridors and dead ends in all. Needless to say, I sure hope you know your surroundings. You can't exactly look around while being chased ... You are helped by signs, markings, and landmarks, as well. You also can't even pause because the game will keep running ... ➡️ [b]Everything is so diegetic.[/b] There's no UI either; you can see relevant information using your Cosmonaut Assistance Tool (C.A.T.). You also directly interact with the terminal without a secondary UI popping up. To save your progress, you need to find a working Wireless Access Point and then operate on the projector to review your progress. Only here can you see your objectives, some hints, documents, and media gathered. I sure hope you have a good memory! Speaking of the C.A.T., you use it to switch between different modules as a Swiss Army knife. It functions as a gun, UV flashlight, security unlocker, and so on. Very physical, kinda like the [i]Metro[/i] games. ✅ [b]Monsters/stealth.[/b] There are only two enemies, but it gets the job done quite well. The robot is the first enemy and is super solid: bulky body, thumping stomps, and a weird smile. Great! I really admired the AI. When not chasing you, the robot (and there will be multiple) will have a patrol route, which includes standing menacingly at a key location. You'll have to learn its routine, as it were, and keep track of hiding places, along with your objective. The second monster is . . . gotta be top five scariest entities. [spoiler]It can turn invisible. It can crouch and hide in ♥♥♥♥♥♥♥ corners and wait for you. It's SMART. It's keenly aware and will follow your trail.[/spoiler] There's this really great tension of being frightened yet slowly growing to know the layout and the monsters' patterns. You're smarter than them. And faster! ✅ [b] Steam Deck performance.[/b] Set your settings to Medium, and you'll get a steady 45 FPS that sometimes drops to 30. Still, it runs perfectly well. You will need to use the right joystick as a mouse when reading terminals, which you will have to do often, and it can be a bit sensitive. Pretty small text, too. [b][h2]Mixed:[/h2][/b] 🟨 [b] The puzzles.[/b] For the oft-discussed difficulty of the game, I didn't think the puzzles were all that bad. And I'm no smartie-pants by ANY means. The game gives you the answer straight-up, as long as you're looking around at your surroundings, which you should be doing anyway! A lot of it is common sense tbh, but I did feel a bit smart! One terminal won't work? Give it the ole "turn it on, then off!" Accidentally trip the alarm and get stuck in a room? Hmm, I have to power off the alarm somehow. Wait, there's this flashing light under a table? Let me kneel and voilà! Emergency shut-off button. What's my ID number? Let's look around ... on my chest. That said, there is a huge difficulty spike in Chapters 4 and 5. While the puzzles are original and well-made, I did use a guide at the time. Sue me! [b][h2]Cons:[/h2][/b] 🟥[b] Slight dip in quality post-Chapter 3.[/b] [i]ROUTINE [/i]feels like it's split into two distinct halves that never quite connect naturally. The opening is methodical and mysterious, steadily building tension through exploration and environmental storytelling, but the latter half moves much more abruptly toward its conclusion. I don't think the game necessarily needed to be longer, but it could have benefited from a more substantial third act to bridge the two sections, to flesh out the silent protagonist. 🟥[b] The level design also loses some of its early magic. [/b]The first half is filled with memorable, handcrafted spaces—like the Mall! Later environments become far more repetitive, relying on similar industrial corridors and maze-like layouts that blur together. The dreary green/black palette also stays around in the second half, and you do a lot of backtracking in the same set pieces. 🟥[b] Weak collectibles and opaque storytelling.[/b] [i]ROUTINE's[/i] optional collectibles don't add much to the experience. The tape logs rarely contain memorable character moments or meaningful lore, often feeling too vague to justify seeking them out. The game is almost too committed to ambiguity. It raises some compelling mysteries that kept me invested, but by the end, only a few receive satisfying answers. I don't mind stories that leave room for interpretation, but there's a difference between being mysterious and withholding essential information. If understanding major plot points depends on finding a single missable log or video, it ultimately weakens the payoff. [hr] If you enjoyed this review, please check out my curator page to find more: [url=https://store.steampowered.com/curator/45814768-Verdict-Play-or-Pass/]Verdict: Play or Pass. [/url] Also, please leave a like and visit [url=https://steamcommunity.com/groups/Indie_Gems]IndieGems[/url] and our [url=https://www.youtube.com/@IndieGems2]YouTube channel[/url] for more reviews like this one. [/hr]
Местами излишне сложная, местами недостаточно. Стильный визуал и ебейший саунд дизайн. Немного расстроило, что множество механик из первой половины игры не перекочевали во вторую, хотя, вполне вероятно, что так и задумано. Видно, что ко всем деталям отнеслись дотошно, но сюжет через записки это что-то на индейском, хотя мне понравился. В общем, отличный выбор, если любишь какать, но идти в туалет лень.
9.6/10 ⭐ Curti muito a experiência. A estética dos gráficos mais antigos combinou demais com a ambientação lunar, e os robôs são assustadores pra caramba kkkkk. Recomendo bastante, principalmente porque não vejo muitos jogos com uma proposta assim. Foi uma experiência bem diferente.
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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