
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
really fun horror game, doesn't help you at all which makes it even more entertaining.
Неплохой сайфай хоррор
弱引导甚至无引导,猜你想让我干什么真的很累
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
genuinely such an amazing game, the visual and narrative storytelling, the graphics, the scares, I am so glad I wishlisted this game years ago
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
Perfekter sehr ruhiger Horror und Grandiose Story
This game looks amazing and runs just as well. Too scary for me.
10/10
Very abstract and stressful at times with the second threat. Amazing graphics.
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!
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.
Related
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