
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% | 8.5Kreviews | 92% | — | $4.8M |
| $24.99 | 3.2Kratings | 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 1198 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I loved and enjoyed the game. Though at times, some of the puzzles a bit confusing and took a bit of time for me to understand what it wants from me. The soundtrack was well done and fit the vibes of the game. But the sound design for the rest of the game was immaculate. I was constantly on edge thinking something was about to happen. When I got to the second half of the game and met it (you know if you know), I was never more shaken to my core. This game was the first that I can remember that actually activated my fight or flight response and boy, there wasn't much fighting.
A Masterpiece of Atmospheric Sci-Fi Horror I took a two-month break halfway through playing this, and coming back felt like I never even left. That’s how deeply this game’s atmosphere sticks with you. The Atmosphere & Sound Design: The cassette-futurism aesthetic is insane. Everything from the tactile CRT screens, the C.A.T. tool mechanics, and the dark retro-lunar corridors feels genuinely lived-in. Huge shoutout to the audio team and Mick Gordon—the sound design carries so much tension that even simple silence will have your heart pounding in your headset. The Gameplay: No hand-holding, no giant waypoints, and no HUD clutter. It respects your intelligence and forces you to actually pay attention to your surroundings to survive and figure out where to go. Struggling through those dark hallways without a map made every single triumph feel 100x more rewarding. The Ending: Without spoiling anything, the story shift and that final sequence completely blew me away. Going from absolute paranoia to a chilling, tragic moment of stillness was brilliant writing. Huge respect to the tiny 3-person team at Lunar Software for sticking with this over 10+ years of development. You delivered a absolute gem. 10/10, worth every single penny and every second of the struggle.
Media

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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.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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
Great atmosphere, sick story and pacing. Scariest game I've played since Amnesia the Dark Descent. It's the first game to make me alt + F4 because I was too scared to deal the consequences of my actions.
Very good liminal horror game with a decent story, worth picking up on sale.
shat my pants a few times but its ok. ive got a laundry mashine. good game gj devs.
Если сидеть и не выeбывaться, то страшно, пару раз за игру дёрнулся. Большинство времени давит просто атмосферой, "скримеров" только пара штук. В начале игра душная и почти не страшная, потом чуть менее душная и более страшная.
(Sidenote: ignore Gggmanlives' review of the game - totally dishonest) Highly recommend if you like Frictional games, Alien Isolation, or analog horror in general. I can't really say I completely understood the story, but the top notch presentation and sound design provide an extremely immersive experience. Runs well on the steam deck (medium settings, 60-70% resolution scaling with TAA); I only wish it came with an HDR option because the blacks were kind of washed out all the time.
Audiovisual journey. Strongly reccomend.
With its core gameplay loop, Routine doesn't present too much in the way of novel innovations. What it does do, is present a highly authored and competent artistic vision, clearly made with a lot of love by a small group of talented people. Re-watching the initial trailer from 2013, I was a little shocked to see how consistent the ultimate product was with that conceptual piece made on an earlier version of the Unreal Engine. Playing the game, I would think about similarities with other great games that presented themselves, from Alien Isolation, to Soma, to Still Wakes The Deep; but I couldn't ignore the fact that a fairly solid piece of this vision existed before any of these games were sent out to the market. Despite being made to think of a number of similarities to other games, I couldn't help but be enchanted by the final product for its inherent qualities. I was compelled to continue pushing through across several long play sessions, longer than I might normally reserve for games that cause as much anxiety as Routine does at times. The game's semi-invincible stalkers can be mitigated fairly easily, but I found the combination of presentation and sound design kept me on edge, even when I instinctively knew I could circumvent most confrontations. The game's story and lore, presented in a fairly rote manner through audiologs, diary entries, and email; nonetheless had me enthralled until the end. I found the conclusion to offer more than enough for a satisfying narrative loop with a good balance of fairly definitive answers and open-to-interpretation imagery. I also enjoyed the analog and hands off approach to the game's various puzzles, which often left me stumped for a time but always motivated enough to work it out myself rather than resorting to a walkthrough. I imagine it's a very hard thing to balance player assistance and motivate critical thought on the player's part to solve problems as presented, and I believe Lunar Software has done a great job. I felt like the game was about the perfect length, but I certainly am left very excited to see what these devs cook up next. Let's hope it doesn't take 13 years this time, though I'll wait just the same.
I've never seen such a terrifying world being shown in such a beautiful way. I cant stop thinking about this game. For me personally its 10/10.
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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