
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
Es lo más parecido a ver un estreno nunca visto de una peli de ciencia ficción de finales de los 70 principios de los 80. La mezcla de analógico y tecnología futurística es perfecta. El uso de filtros visuales junto con que no hay HUB hace que sea muy muy inmersivo. Si te mola el cine de esa época o la temática espacial es de compra obligatoria.
короче смысл игры такой: человечество зародилось на луне. однажды, во время лунотрясения, 2,5 метра беременный гуль оттолкнулась двумя ногами и улетела в космос в сторону земли. сама гуль естественно погибла, но плод пережил путешествие, потому что он же ну как в батискафе же типа. ну и родился он уже на земле короче. вот так и получились люди. держите это в голове во время прохождения.
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 2,419 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
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!!
9/10. Это то, что ты ожидаешь от слова хоррор. Антуражные локации, реально интересные загадки, интересное управление и механика ИПК, а так же практически полное отсутствие гайдов, что тоже добавляет реализма. Первые 3 главы враги немного менее интересные, но начиная с 4 главы начинается настоящий ужас, в прямом смысле. 10 не поставлю из за большого количества бэктрэкинга в последних главах и достаточно тупого ИИ. Крупные студии, берите рутин на заметку
Эта игра словно оживший сон. Первые 3 главы (всего их 6) навсегда своей атмосферой отпечатаются в моей памяти. Стилистика ретрофутуризма здесь реализована похожим образом, как и в киберпанк аниме 80х - 90х годов (таких как Акира). Укрытые царапинами и облезлой краской поверхности стен и мебели, сырой бетон и ржавчина говорят тебе о своей истории. После прохождения у меня полное ощущение того, что я прожил чью-то жизнь. Рекомендую играть ночью, в темноте и в наушниках. Бинауральные звуки это отдельная жемчужина этой игры на ряду с освещением и иммерсивным управлением без интерфейса (что лично я очень люблю). Из минусов могу выделить только последние 3 главы, которые опять таки ЛИЧНО МНЕ не зашли. Состыковку с первой половиной не назвать бесшёвной (хотя сюжетный потенциал имелся) , сам инопланетянин 👽 ощущался как попытка пересоздать чужого но без чужого (словно разработчикам хотелось закрыть гештальт с релизом игры). В любом случае опыт уникальный. Игру советую тем, кто любит погружение. Пойду стирать штаны.
I like the atmosphere but the puzzles and overall gameplay is rather monotonous. It has similarities with Alien Isolation but the robot enemies in ROUTINE don't pose any real threat because they're dumb and easy to avoid, therefore you don't get that sense of dread like you did in Alien Isolation.
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.
Visuals, audio and atmosphere is top tier in this game. Those alone being so good are the reason I recommend this game, because the rest of this review is me pointing out negatives. If you're not a fan of invulnerable enemies chasing you, I'd recommend staying away, especially when for whatever stupid reason, this game doesn't let you pause. Plus I encountered some bugs like one of the enemies is stuck standing still forever with their head clipping through a wall, never moving or roaming around. This wasn't one of the earlier enemies that normally stand very still periodically, this one was supposed to be walking around making noise. Another one was where only way out of an area was through a vent and an enemy was standing right in front of it, refusing to move and just staring at me no matter how long I waited. I decided to then just exit the vent and accept my fate, except I simply went through said enemy.
ROUTINE is beautiful horror. I have played other scary games before. I'm not sure I've ever played another scary game this lovely. The art direction and visual execution are top-notch, perfectly nailing the look and feel of a lived-in, retro-future lunar station. Believable architectural design, well-lit and accented by subtle atmospherics and tasteful post-processing effects, goes a long way, and the developers of ROUTINE wield those visual tools masterfully. I appreciated that there is a believable "weight" to everything in ROUTINE, from the realistic movement of your character, to the clunky heft of the Cosmonaut Assistance Tool (C.A.T.) in your hand and the resonant footsteps of the security robots occasionally roaming the halls. One can't mention those robotic footsteps without also praising the game's sound design, which is excellent across the board. With a good set of headphones or speakers, you may find yourself delighted by the punchy, techy pulsing sound of an enemy, even as your character cowers under a table like a child waiting for the threat to pass. One of my favorite design decisions in ROUTINE was the choice on the developers' part to forgo any traditional video-game-style Heads Up Display. This lack of HUD, along with the ability to observe your own body and the subtle framing of your view within the borders of your character's helmet visor, combine to make the player feel very "present," which, in a horror game, heightens the immediacy of the unfortunate situation you find yourself in. My final compliment is for the way the game's challenge consistently manages to evolve to avoid ever feeling stale. Just when you start to feel comfortable, some new wrinkle adds another dimension to the experience. Though I frequently experienced dread (and occasionally a burst of adrenaline and racing heart rate) I remained compelled to see the story through to its completion. If sci-fi horror is a genre which interests you, I believe ROUTINE is worth your attention.
等了好多年终于出了,出的时候就立马就预购了,可当时发现机器人根本没法打死,给人的挫败感太强给我劝退了,放了很长时间没玩。最近又重新拾起,发现原来是潜行游戏,潜行失败了跑就完事了,同时有些操作比较反常也需要适应一下。能熬过了前期的劝退点,之后获得的代入感和紧张感是极强的,场景美术也是极好的,后面有些场景甚至还有点儿梦核。 唯一难受的是没hdr,好在是虚幻5,直接改engine.ini就能调出原生hdr(都是通用配置),同时那层灰蒙蒙的滤镜也消失来了,推荐一定要调了hdr来玩。
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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