
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 | 3.2Kratings | 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 1171 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
One of the best games I've played over the years.
spooky game got ♥♥♥♥♥♥♥ hands bro
Finished the game! Great game. Story is very interesting. Graphics are great. Environment and atmosphere makes youj feel chiils. I hope to see more of this!
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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
A must have
Astounding, the way that routine is able to make me emote, not just with fear, but it brought me to tears, this was amazing, many thanks to the team behind the game <3
Yay
This game is excellent.
One of the best Horror games ive played it was so peaceful yet unerving
Amazing! Frustrating, difficult, scary but really good!
ROUTINE — A Masterwork of Dread I've played horror for years — Silent Hill, Resident Evil, the whole lineage — and Routine still did something to me that none of them managed. This is one of the most complex games I've ever played, and I mean that as the highest compliment. It's the kind of work you have to step back from, like a vast painting, to see the whole composition. Up close it's a tapestry where every single stitch was placed with thoughtful care and purpose. Nothing here is accidental. That craftsmanship shows in everything: the C.A.T. device, the puzzle design, the level lighting, the aesthetic, the sound. It's built around an 80s vision of the future — cassette-futurism, chunky beige tech, a monochrome green palette that leaves your eyes starved of information so every dark corner stays ambiguous a beat too long. The result is a specific, crushing loneliness. A future that already feels abandoned. What sets Routine apart mechanically is what it refuses to give you. No weapon. No safe room. A one-hit entity that ends you the moment it sees you. Other horror games hand you a gun eventually, and the second you have one, the fear has a release valve — tension, fight, relief, repeat. Routine strips that loop out completely. You never graduate from prey to predator, so the dread never discharges. It just accumulates. The entity's voice, the lurking, the not-knowing-where-it-is — it got under my skin so deep I genuinely struggled to keep going. That's the design working exactly as intended. The puzzles deserve their own mention. They're hard, and they demand real attention to detail. The developers aren't disrespecting your intelligence — they're challenging it, and that respect is rare. My one real disagreement is a design choice: placing a one-hit entity inside the hardest puzzle rooms. Puzzle-solving and prey-evasion run on opposite mental systems — one wants you still and analytical, the other wants you moving and reactive — and stacking them means neither works. The entity keeps flushing you out of the headspace the puzzle needs, so it reads as annoying rather than scary, and every death wipes your train of thought instead of resetting a clean chase. A one-hit stalker belongs in a traversal gauntlet, where the threat and the objective point the same direction. In a puzzle room it's just lost progress. Around the halfway mark the story takes a sharp turn — darker, more mysterious, drifting into surrealism. It threw me at first, because you begin with a clear purpose and then it dissolves into question marks. But I've come around to seeing that as a strength rather than a flaw. The ambiguity is what keeps the game alive after the credits: the theories, the speculation, the arguments about what the "exploitation" actually means. It refuses to close itself off, and that's an artistic choice, not a lazy one. Routine is the first game that ever made me feel this way — worn down, unsettled, fascinated. It's a masterwork, and I'm still thinking about it.
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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