
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% | 7.3Kreviews | 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 1192 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Good horror romp for the weekend, needs HDR. catch it on sale for 10 bucks and its worth it.
Anyone saying this takes cues from Alien Isolation probably doesn't know that this had a teaser out before that game was even announced. As for other comparisons I see people make, the Alien franchise for me has only ever had a hook in the Xenomorph, which got old in Aliens and tacky afterwards. In addition, anything with a flamethrower automatically becomes too much of a power fantasy to be interesting; couldn't stand Isolation. SOMA is similarly in your face in the spook department, with grating surface-level philosophy on top. So, I was VERY pleasantly surprised by this game, which allows its setting to feel very non-exaggerated, which includes having the scary stuff be firmly planted in mellow cosmic horror rather than just some animal with sharp teeth, or digital magic. I don't exactly play a lot of horror games (so take all of this with a grain of salt I guess), mostly because they're usually so mired in tropes, but this was a delight, feeling like it's based on some old school scifi short story. Was also actually scared by a game for once! The audiovisuals are all completely aligned with the vision (remember to turn the gamma slider all the way down tho, the in-game calibration seems to tell everyone it's still too bright), and the gameplay is entirely diegetic from start to finish (with the one exception of not being able to have a stockpile of batteries on you). Unfortunately, judging by the most common complaint I see, this means that some people will struggle with the figuring things out bit, since the colour palette rarely includes yellow. Making things more obvious would destroy the impression of an actual lunar station though, so tough luck I say. And it ain't exactly Blue Prince so the vast majority of people should be fine. (If anything, it should be pointed out that there is some stretching with regard to how things should likely have been within the setting, for the sake of player experience. But it is handled fairly well - eg, the terminals being openly accessible and their info being limited to what's interesting for the player could maybe be explained with the time period aesthetic and security reasons, the [spoiler]chemistry puzzle[/spoiler] feeling a little simple can be motivated with it supposedly being aimed at non-professionals within the setting, etc. These are only nitpicks if you move outside of the realm of games though, because for a game, this is essentially just a simulation.) A few nitpicks: - The implementation of a certain property of [spoiler]the monster[/spoiler] that's hinted at multiple times in the logs. Since this property didn't seem to hold when I first should have noticed it, or even several times after, made me think it actually wasn't a thing. Until I realized that it actually is a thing, but only sometimes. I'd have preferred it to be a lot more prevalent, mostly for spook factor but also so you don't draw the same erroneous conclusion I did, thank you. - Enemies grabbed me through objects more than once when I crouched under something, by which I mean they were completely obscured. I may have been too close to the barrier, but I feel like this shouldn't happen either way. - I feel like [spoiler]the monster was shown too much, partly because of the invisibility not being as prominent, see above, and also wasn't quite alien enough to be uncomfortable to look at. Its related death animations I also felt were both a little too lingering (oh no look at all these cute little limbs, aren't they scary?) and too tame, just some added [i]crunch[/i] could've solved that latter thing[/spoiler] - [spoiler]The jump scare with the ID card - maybe it wasn't supposed to be like this, but the monster just... wasn't there afterwards. Made it feel pretty forced[/spoiler] Also, I mayyyybe might have preferred a slightly longer ending sequence, if you've played it you probably know what I'm talking about. And it would have been nice with some more usage of the excellent leaning mechanic, both up and down. Anyway, if you like getting tickled in the head, go ahead and buy + enjoy the game!
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.8M | 20K | 86% | $9.99 | |
| $4.8M | 7.7K | 87% | $19.99 | |
| $4.8M | 6.7K | 69% | $24.99 | |
| $4.8M | 11.5K | 78% | $19.99 | |
| $4.8M | 5.3K | 92% | $29.99 | |
| $4.9M | 9.5K | 97% | $24.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $462 | 5 | 100% | $3.99 | |
| $8.9M | 13.2K | 87% | $34.99 | |
| $600.6K | 1.5K | 93% | $19.99 | |
| $495.3K | 1.4K | 82% | $15.99 | |
| $198.8K | 1.5K | 95% | $6.99 | |
| $68.3K | 267 | 80% | $14.99 |
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 · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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 looks amazing and runs just as well. Too scary for me.
Last game that made this scarred with that type of alien vibe was Alien Isolation, Routine was a good game overall, love the old school aesthetics
genuinely such an amazing game, the visual and narrative storytelling, the graphics, the scares, I am so glad I wishlisted this game years ago
Неплохой сайфай хоррор
really fun horror game, doesn't help you at all which makes it even more entertaining.
alright so, overall i would recommend routine. however, i have some issues with it that make it frustrating. there will be spoilers in here, im not going to spoiler tag them. first let me say what i liked about it... routine is very good at sound design and immersion. it felt like i was on the space station with all of the little sounds in the distance. it thoroughly spooked me and gave me anxiety, which i think they were going for. i liked the story overall but it felt kind of empty at the end. now then, lets get into it... theres no jumping which is ok, but they have this peeking system where you can peek up by standing on your toes, lean side to side, and go prone. these are not used in the game at all, you never have a situation where you have to go prone or stand on your toes for the plot or gameplay. and peaking side to side you ask? it doesn't hide you from entity A's line of sight. speaking of, entity A can see you even if you don't move while it is completely turned around. it has eyes on the back of its head or something because it doesn't need you to have it in it's line of sight to see you. also it can go invisible for some reason??? which i never interacted with. if i have to stand up, swap to a certain mod, aim the CAT at where the entity might be to see it... by time all that happens im getting seen 100% chance. think you're safe under the tables? NOPE it can grab under tables for some reason?????? it also one shots you for no reason, besides immersion i guess. the robots were ok to deal with since they weren't so sensitive to sounds, stay stunned for longer than 1 second when you shoot them, aren't invisible, take 3 hits to kill you, and don't HIDE IN DARK PLACES TO AMBUSH YOU (just because of immersion?) . but the robots are gone pretty fast and then you have to deal with the entity wandering around the majority of the areas for the rest of the game. which btw the entity can go into areas that have a save spot so be careful where you save lest you get softlocked. speaking of sounds... once entity A is out and about, don't run if you hear it nearby because that makes a ♥♥♥♥ ton of noise, because of immersion i guess. and then theres barrels and carts and ♥♥♥♥ that make a ♥♥♥♥ ton of noise when you bump into them, for immersion i guess. now let me tell you about the navigation... it kind of sucks. the world is very dark and winding, for immersion i guess, so sometimes there are hallways that are so dark that you can't tell that its there without turning to look at it. figuring out where i needed to go was generally ok most of the time, but sometimes i had no clue. and even if you know where you need to go sometimes the layout while dodging the entity gets very confusing. i had to look at a guide atleast 5+ separate times in the story just to figure out how to do my objective. which the objectives are also pretty vague sometimes, due to immersion i guess. which btw GOOD LUCK with that, everything is randomized for the numbers and puzzles so most of the guides don't work at all for those. using the CAT was a little annoying. having to swap the mods, degauss the CAT sometimes (for immersion i guess?), shooting the entity and the robot's cores was unintuitive with the screen grain on the CAT (because you're panicking and you have 5 seconds before the entity catches you and murders you), and how you have to click on a button to open up the menu where you can save/look at stuff you know about (because of immersion, i guess) also the battery system was slightly annoying, sure theres replacements a plenty but then why make a battery sytem at all?! immersion, i guess, but then there are times where you're blasting security doors and then you don't have a charge to stun the entity that appeared out of nowhere. also walking on the moon was cool, but making it suuuuper long, just for immersion i guess, wasn't fun. walking around is already slow enough because most of the time im scared and paranoid so i don't run so i don't aggro the entity and have to try again or run and find a suitable table for me to hide under and not get grabbed out of. the plot concept was interesting, but eventually it got repetitive. everyone's journal you find is like "uh oh im infected im already gone theres nobody here anymore", and you're still scrambling around trying to figure out door power location puzzles because everyone shut everything down, or so it feels like. and then to wrap up the story apparently right before everyone ventured into the canal they asked you to come help so you end up dying in vain and then more people come and die? so nothing gets explained or solved; just "the moon is ♥♥♥♥♥♥, don't go there or else you become this hivemind plant's food and/or become another entity (because theres two males and a female, and apparently they can have children????)"
9/10 ROUTINE is amazingly athmospheric and genuinely scary. Also this is one of the best looking video games I've ever played. Can't believe so many people complained about the length, just look at the credits, there just wasn't a million people working on this. The Puzzles in this are great, intuitive but never easy and I must say, I genuinely enjoyed the backtracking because the games mazelike structure works even then. MILD SPOILERS: The Story became a bit predictable and vague in the end, the prologue cutscene seemed unnessecary and could've gone in a more interesting direction but in the end, I didn't play Routine for the Story and I don't feel like the game or the devs ever promised for it to be deeper than it is. I didn't go out of this trying to figure out the deeper meanings, or even plotholes of the story... just asking myself: what are these devs creating next? ;)
I like how everything is old technology very cool 👍
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