
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
This game is pure boredom. Maybe its just me but i dint like the aesthetic (this foced film grain, everything is F. dark ) and the gameplay ( pressing the buttons on the C.A.T to change functions even for saving the game) at all. Its more like an Alien Isolation from TEMU. My actual gameplay is actually shorter bc I fell asleep during gaming. If I think about it thats probably the only positive in this game.
Fantastic. You can tell the dev team, absolutely put their hearts into this. The atomsphere and tone were just phenominal. The sound design is also TOP notch. I actually felt stupid playing this, but I didn't succumb to looking it up, some of these puzzles were very well thought out. The 3 jumpscares in this game made me terrified, but they don't overdo it. Very eerily chill kinda game, and I'm all there for what they bring to the table in the future. I'm suprised my turd of computer could run it. Pleastantly happy with this game.
Media

Related
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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
Probably the most immersive and anxiety inducing game I've ever played, really great
scary
This is a really cool scifi horror game. I love the Alien-esc visual style of the moonbase. The style that people in the 70s and 80s thought future might look like. CRT screens and big buttons everywhere. The graphics are impeccable. But it's not super high fidelity, and there's a very distinct visual filter that hides all the aliasing and LOD changes. The difference between 70 to 100 % resolution upscaling is barely noticeable because of this. But the filter suits the game perfectly. It's like headcam footage. The lighting and the color space is great. The contrast between the brightly lit surface of the moon and the complete black of space is really something. Performance is great on my rig, rock solid 120 fps with DLSS. You play as an engineer sent to fix the misbehaving central station AI. Then you begin to figure out what happened at the station while you try to gain deeper access to the station. Solving puzzles, gathering keycards and access codes. The usual. The game works basically without an UI. You only get a crosshair that changes style when you aim at interactable objects and items. Everything else is done through in-game systems, devices and screens. Very few games can do the same.
I was torn with this one. While it's got a great atmosphere and creepy audio that never lets you rest, I felt the maze-like corridors you have to constantly run back and forth in, got kind of repetitive. Sneaking around enemies became a chore. Like, ok...I get it. Finally getting to my destination means nothing because I will have to go past the monsters again right back to the point I started...Then back and forth over and over. Then there was one monster I couldn't f-ing see. I desperately wished I could just zap them all with my gun and end the annoyance. I needed an actually useful weapon. Other than that, I still did have fun with the vibes and the gameplay when the enemies were not around. I just can't fully recommend it unless you like hiding and crawling around constantly with no way to clear your path or defend yourself so you can move freely.
nice game
[h3]The Atmosphere[/h3] This game is atmospherically just wonderful. There is a lot of passion poured into the design of this game. From the in-game interfaces to the interior design to how the story is conveyed, it all feels very grounded and believable. So, if you are into exploration games with a morbid tone added to them, this game is most certainly a must-try. The developers had a vision and they stuck to it resulting in a game oozing with atmosphere. [h3]Gameplay[/h3] Routine is first and foremost an exploration game, other gameplay mechanics take a backseat. Most tools only stay relevant in the area they are introduced which gives it a bit of a gimmicky/superficial feel. But I do adore the handling of the C.A.T. device. It has a certain finicky-ness to it which gives it a nostalgic charm, but stresses you out in emergency situations [h3]Puzzles[/h3] It's rare to play a horror game were the puzzles feel rewarding and turn into one of the major gameplay focuses. There is little to no indicators rather just notes and diary entries explaining certain aspects of the puzzles. So most puzzles need a bit of "environmental" assessing and experimentation to get to the solution. The game encourages the experimentation factor since there is an amble amount of resources to allow for some failures. In total, I never felt frustrated by the puzzles but rather intrigued to keep on going further and further. [u]"Encounters"[/u] Most if not all puzzle areas have an enemy waddling around. In most games (especially horror games) this would be at best annoying and at worst grading to get through. To my surprise, this game managed to squeeze the enemies in a way that gives the player enough space to explore the area, but not too much to make the enemies feel obsolete. Their sounds are a constant reminder that death is looming right around the corner, and while reading through documents or interacting with devices I kept peeking behind my shoulder to make sure I had the time to do so. [h3]Overall[/h3] This game is a great exploration, puzzle game with a macabre mystique that invites you in deeper and deeper. It may be a bit light on gameplay mechanics but it certainly makes up for it in design and atmosphere
if i had a penny for everytime i've played a game surrounding the concepts of birth/rebirth this 2026, i'd have 2 pennies which isn't alot but very much a funny coincidence anywho, i was very thrown off from how we went from seemingly rogue ai robots to body-cosmic horror creatures native to the moon reading an explanation to this story and the subsequent theories you can form from it, they did well going on forward with a 'show-dont-tell' philosophy when writing this the module gun made this game way more fun and honestly without them it would've been just another first person horror game 8.5/10
Massive horror fan, played many horror games and this one has got me good, first chapter isnt so scary, the second tho - buckle those bootstraps lol.
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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