
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
10/10 Horror-Game. - Incredible Graphics / Aesthetic, reminiscent of Alien (1979). - Unique and entertaining gimmicks. - Smooth and engaging Controls Without a doubt one of the best and most atmospheric horror games ever made. Loved every second.
Immersif, effrayant, brillant. J'ai adoré
[i]Routine[/i] has some of the crunchiest, most unnerving sound design I've come across in a game. Even its opening moments, which are free of threat, feel tense. I cannot sing this game's praises enough, and I know that I need to play it more. Unfortunately, I am a scaredy cat, I nearly ♥♥♥♥ my pants every time I boot it up. One day...
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
gameplay which works as a laxative, with sound design from the devil himself
Audio design is amazing and the suspense is another level. Loved this game.
[h1]6/10[/h1] There's more good than bad, but I find it hard to recommend. It's got a story and setting that vaguely resembles something like System Shock, but it's more artsy fartsy in its implementation. I don't think the AI is as good as Alien Isolation. I also think the puzzles are needlessly tedious in Chapter 4 onwards. It made a good first impression and there were genuinely fun puzzles and gameplay moments, but the experience could have been tightened by removing ~2 hours.
I want to give my genuine opinion on this game, Its a 8.7/10 Spoilers bellow: Now getting into this game felt great, the general mechanics where really interesting and gave the feel you have much more control over your character. The sound design of this game was easily 10/10 and i would say was better than most triple A games. This game is very close to alien isolation in its feel, from tech to horror, and gave a very satisfying gameplay. I think this is my favorite horror game of recent history. Now onto my criticisms, this game was awesome but it lacked in a few areas. Now the enemies, area design, and general movements was massively awesome, it gave a constant vibe to it making it scary when nothing was around and made you feel scared, but on the other hand the areas tended to be incredibly dark and the only form of flashlight was gained a few hours into the game, but it also was hard to use since you had to use the little screen that had a ton of static. and the annoying thing is your character has a flashlight they just don't use it much and only in scripted sections. Now the area design was awesome but it left a bit of a unsatisfying itch for something more, it tended to have moments where nothing happened or made you run to each end mutable times with nothing between giving off some empty space vibes. There was definite structure for a more horror central looping and running but it wasn't used very often. Moving to the main enemies, the robots and the entity A. First the robots where pretty cool and generally felt like they had some weight to them, but they generally where pretty dumb, they tend to other see you from a mile away or lose sight of you, there seems to be no defined path they take and sometimes they activate even when your not seen. There forgiving but a little to dumb for the liking. Now for the entity, this guy is weird, a very awesome design and movement but the fact is he has weird abilities, hell mostly stock you around but will walk off sometimes, and the worst part is he can be invisible, tending to lead to moments where you cant see him until he grabs you. It is mentioned in one paper you can use your scanner to reveal him but i never managed to do so, usually waiting until he would appear normally. Shifting on this there where moments where something scary would happen, sometimes if you where hiding and waiting for him to get out of the way suddenly he would stop making sounds and then scary music would play, in these moments if you looked around outside the hiding spot he would be nearby completely crouched in a corner staring, and then he would rush you. Now this was scary but the fact is it was random on how or when he did this and he would sometime get to these locations even if you where staring at the entrance, it made the whole part of waiting for him to leave enough and not letting him sit out of sight for to long before he did that. I actually only died to him twice both on purpose, when he was invisible and i was trying to figure out how to get him to come out, I've noticed once when hiding hell stop and then his entire body drops to the ground disappearing and hell appear somewhere else, this mechanic is never explained which i thought was confusing. Moving onto the puzzles, i think the puzzles are a tad hard but not to overly hard in the way, there was 5 main puzzles in this game with a few smaller ones scattered and personally i think 2 out of the 5 where unnecessarily hard, one with a locker, and another with bathroom password, both are connected but generally i would have to say nothing is explained outside the one message that the dude who made them liked puzzles, the time it took me to figure out these organically was way to long and it was by pure luck i feel like, there's almost no say on how to do it and its one of the few moments in the game you have to flip one of the papers to get a code list to help with it even though its backwards and you have to type in the code that way. And you have to do all this while dodging the monster in the area which he gives no time for. I think parting on this game trying to be more strategic in the long run but ending up giving a unfair situations, there's lots of moments you just sit under a desk or table for like 5 minutes since the monster tends to puppy guard the locations a lot, and the fact is i think how he hunts could be greatly improved, i recorded a video for YouTube on this if you want to hear my thoughts more on it. But for all my whining and criticizes i think this game was incredibly good and i loved it!
I cannot physically recommend this game enough if you're a horror fan. That goes double if you like scifi and retrofuturism aesthetics. Fantastic experience. The sound design and immersion are 10/10.
A visually beautiful and immersive horror game. My only complaint would be that the story felt a bit short for how incredibly detailed and put together the game felt.
game good
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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