
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: A set of customary or unchanging and often mechanically performed activities or procedures"
One of the most unintuitive games ever made and I played original monkey island back in a days and I love the system shock and alien isolation. Graphics are ok but the fish eye effect is nauseating. You can switch it off via mods which is especially a must do for VR. It’s not alien isolation as there’s no map nor anything helping you in a maze also enemies are pretty dumb. Switching modules is a bit annoying, using a flashlight is a pain which is particularly annoying given how dark this game is and why am I not able to shoot while crouching? You can have flashlight but only if you aim so no running when it’s actually needed. The biggest puzzle requires the mechanic that the game is teaching you NOT to use for the whole duration of several hours prior. It’s dumb, the whole experience is just a massive pain. I don’t like the hand holding one bit but this is the complete opposite end of a spectrum with very little environmental clues of what to do and how to progress next. It’s a half baked product by the team that have no experience in delivering a smooth gameplay. If I could give it a neutral I would but it’s hard to recommend it in the current state. And you know what were the coolest moments in AI and SS? That you could see and feel the space. Here you are on the moon but see it just at the beginning through 2 windows and after that you might as well be at the bottom of the ocean or underground because nobody can tell otherwise. I can see the idea but execution of this game is pretty poor.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.8M | 26.1K | 98% | $12.99 | |
| $4.8M | 20K | 86% | $9.99 | |
| $4.8M | 11.5K | 78% | $19.99 | |
| $4.8M | 5.3K | 92% | $29.99 | |
| $4.9M | 9.5K | 97% | $24.99 | |
| $4.8M | 9.2K | 63% | $21.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $462 | 5 | 100% | $3.99 | |
| $9M | 13.2K | 87% | $34.99 | |
| $598.1K | 1.5K | 93% | $19.99 | |
| $499.5K | 1.4K | 82% | $15.99 | |
| $198.8K | 1.5K | 95% | $6.99 | |
| $68.3K | 267 | 80% | $7.49 |
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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
love this game
It looks gorgeous, it's immersive, it's cryptic, and I was left craving more. An excellently crafted experience for those who loved Alien: Isolation and absolutely drink up the "retro space future" aesthetic whilst being bathed in toe-curling horror. It's about a 7-ish hour experience depending on how slow you like to take things, and I took it pretty slow. My only critique is that I want more, I want more of this universe, of this story, this whole vibe. Fair warning, pressing ESC does NOT actually pause the game, my only other ACTUAL critique as it seems silly to not implement.
Def an unique playstyle you have to get used to, but really good and intense, especially when you hit a certain point. Sound design and visuals are amazing!
Routine punches above its weight by providing a very tight and curated horror experience with little bloat. I recommend not using a guide and wearing headphones to enjoy the freaking amazing audio design. I will say if you need a HUD, objective marker, or any other hand-holding this might not be for you.
Excellent visuals and sound design. Puzzle games arent for me though since i couldnt figure out the first locked door i met :)
The most comfortable lunar base to be under immense psychological dread. Honestly the architecture and environment design is stunning, worth a good sitting and staring at. I found the gameplay varied enough for what this thing wants to accomplish. The most immersive horror experience I've had in a long while.
Incredible atmosphere, sound design and set design Great puzzles Minimal back-tracking Intriguing story
You can feel something playing it. Atmospheric.
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.