
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.
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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
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
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
Hours played at review time, across 76 reviews with recorded playtime.
Reviews
Themes across 76 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Un juegazo con todas sus letras, si estas entre comprarlo o no, te recomiendo q lo compres, vale la pena. Graficamente es una belleza, la atmosfera y el sonido ambiental te hace sentir q realmente estas ahi, incluso oyes tus propios pasos al caminar, una delicia para los q le gusta el terror. El terror q trae Routine en algunos casos puede ser predecible pero aun asi te hace rezar de miedo gracias precisamente a esa ambientacion, parece q en cualquier momento podria saltarte algun enemigo de la nada, aunq si es una pena q tenga pocos enemigos, la historia la mayor parte del juego se la deja a interpretacion del jugador y eso tambien es genial, porq conformarse con una cosa si se puede sacar varias conclusiones!!! sin duda un juegazo
En tant que grand habitué des jeux d'horreur, j'ai pris l'habitude depuis quelque temps de ne plus ressentir grand chose et la peur s'est un peu estompée avec l'expérience. Pourtant, ce jeu a réussi l'exploit de me redonner d'excellents frissons et sans jamais avoir besoin de tomber dans la facilité des screamers. Graphiquement, c'est une excellente expérience, très beau et surtout porté par une bonne direction artistique. Cette station lunaire au style rétro des années 70 est superbement réalisée jusque dans les moindres détails. C'est la même chose pour le son, avec une ambiance lourde et pesante qui vous prend aux tripes. Du côté des reproches, je dirais peut-être que les menaces ne sont pas très compliquées à esquiver et que l'histoire manque un peu de détails pour être parfaitement comprise. Malgré ça, j'ai adoré le jeu et je le recommande vraiment aux fans de l'horreur, des ambiances spatiales et du côté rétro/vintage.
对故事感到吸引。以及非常惊人的艺术风格,喜欢核风格的应该会很喜欢!
氛围没得说,作为恐怖游戏的节奏也把握的非常好
*Note: (I played the game in my other account) Good Horror and atmosphere I like the game so much but the problem with the game is that i get lost a lot, so i used a guide to finish it. the game reminds my of SOMA so I will give this game 8/10
Tension building is great, gameplay elements are great yet simple, visual style and immersion are great. Ran well at 1440p Medium on a mid-spec Windows 11 machine.
The game is pretty good really from nearly every aspect except the length. It's considered short and the 2nd walkthrough if you remember what to do you'll finish it in 3 hours 4 tops. The graphics and the sounds are AMAZING! Please wear a decent headset while playing it if you want the full experience. What i liked the most is the puzzles because they reminded me of the old style games in which you get zero help and you have to figure out what to do next and where to go. Totally recommend it.
This was a really interesting game. I'm gonna give it like... 9.7/10. As a horror game, as an aesthetic, as a narrative I'm still reeling from, it is just a really odd and elating experience that I'm now going to try to describe in some human detail - so, spoilers. The atmosphere at every moment is desolate, isolated and confused. You will regularly be tasked with going down dim, unfamiliar corridors and performing some task while enemies lurk in unknown places. It's scary, but in kind of an unconventional sense? Even when you know there are no enemies around - or, better, know enemies are around, and how to deal, duck and weave around them - there's this serious undertone that you are never truly in control. Every footfall is laborious and heavy, every run is a stomp, every second marked by a breath, every frame datamoshed into a blurry, semi-lit pixelation. This is a game where even sure odds are never all that sure, and playing it feels so strict and mechanical. I love to run in horror games because running is a sure way to get ahead of enemies, but these narrow halls, peering into a miniscule CRT screen, navigating simultaneously futuristic and anachronistic technology, begging to hit right for the eyes the first time, knowing you only have so much battery in the CAT - it is a transcendently anxious experience. The story rules! It is a very unclear but pretty comprehensible narrative. You play some [some guy], doing [whatever], in order to basically just... move forward. There's an odd amount of distance between you and the character you're navigating as, where his goals are always marked, but the resolutions, the goals themselves, don't seem entirely clear. When your character marks that "The Canal needs me", there is an intentional ambiguity as to what that means or what that entails. Right up to the end of the game, you have no idea what is actually happening or why. Yes. You will wander down the same 9 hallways, look at the same 5 terminals, read the same 12 messages and look at the same 8 doors with utter confusion for hours on end. The brain-wracking parts of the game where there are no enemies and you are free to explore are simultaneously the most boring parts of the game, and, by far, the most intriguing. Like, I have enjoyed the boredom of wandering down nominally spooky halls with no enemies to deal with, for the sheer fact of trying to figure out which doors to open to get to what puzzles. ROUTINE doesn't just mess with the player's internal concepts of control, but it confuses what our idea of control actually is. Are we in control when we choose to sprint from one corner of a space station to another and back 18 times just to figure out what we were supposed to do in the same terminal we've crossed countless times prior? If so, does it mean we have given up all or some control when we finally make progress and close in further inevitably to the next enemy encounter? These are not nominal questions - you can feel that anxiety every step of the way in this game. You can feel yourself dreading the inevitable enemy encounters you know are coming, even as you yearn for progress. I found myself wanting to independently solve the puzzles, even as I grew more enxious and worried about the next encounter. The story is kind of... vignette. I think that's a fitting term, as you don't exist in a specific place or time. You don't exist on a day or coordinate, you exist on "the moon" in "1977", with your only real character qualities being, "astronaut". As such, there is the aforementioned distance created further between the player and their character - but more than that, this enhances a chronologically confused span of time through the course of the experience, and every step is less a step into a structured and recognizable place, but more a mark of progress into a maze that looks like a rusty silo. This makes thinking about the game just all the more intriguing. ROUTINE is the least fitting possible name for a game where nothing is familiar or controllable, yet it begs the player to consider the actual character's place in the events unfolding here. Is the pollen on the moon something horrible? Is it what caused the people there to dehydrate to death? Why does my character teleport in and out of space seemingly randomly? Why, by the end of the game, do I see a pod open up, and another astronaut rising out of it in a field of pollen? Why does this game draw my attention so intensely and deliberately to this substance? The game has an extremely strange sense of ambivalence at all times and that ambivalence makes every death, jumpscare, dark hole you climb into and DeimOS terminal just a satisfying detour from trying to figure out what we're actually doing trying to open up a big hole on the moon to walk into. It's use of symbols, of its' monster enemy, the way it builds up this enemy in the cassettes, the way it stares longingly at a tape recording of its' dead half-mother, it reminds me not of a story with an extremely clear structure and narrative, it reminds me that looking for answers is a difficult and scary process. It provides a kind of experience where wandering is both rewarding and pointless. It is a grim and hostile world, but you can still feel something your character never gets - and, in a strange way, that feeling is pathos. You were lost in a place with control over so little, and managed to have so little answered, but being satisfied with what you got to see was the journey. You have to be satisfied with having given comfort to something that probably killed you several times by the end, something fast and only loud enough to really be sure of its' position when it's still near you, which brutally instakills with even a slight slip-up - and I'm reminded that that kind of pathos is enough for me. I'm still having trouble understanding this game, but it is genuinely such a good time making progress. Prepare for a lot of walking, wandering, thinking, maybe even looking stuff up, and confusion. The game is very good at using a wandering mind and you should embrace the peace of boredom and the intensity of enemy encounters, as it treats both with a lot of care and it is very interested in how to convey ideas without people to speak them. 9.7 out of 10, just an absolute must-play.
The art team have done an exceptional job here. Really atmospheric and gripping throughout. really enjoyed lots of the gameplay choices too. very very good. Well worth it. well done everyone for getting to the finish line. Worth it.
Großartig ! Visuell einzigartig, super abgestimmte Soundkulisse und Musik. Permanent bedrückende und bedrohliche Stimmung die den Spieler paranoid und panisch werden lässt + mehr als ausreichend Schockmomente. Soma, nur ohne Wasser und stattdessen auf dem Mond. 9,5 / 10 Sternen
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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