
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 1182 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
10/10. Deserves more credit for an indie game being on par with Alien: Isolation
Scary enough to make me anxiety close the game multiple times.
A terrifying, underrated horror game that's insanely immersive, tells an intriguing story, and features awesome entities. If you like horror and enjoy taking the time to carefully solve puzzles (no "erm... chat???"), then I highly recommend ROUTINE.
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
This was an incredible experience. The atmosphere, sound design, puzzles, all of it was just phenomenal. One of my favorite games ever.
neat?
atmospheric
GOD ♥♥♥♥♥♥♥ DAMN IT JUMP SCARES ♥♥♥♥♥♥♥ PISS me OFF. I H A T E the feeling of jolting from a jump scare. My whole body tenses inside and out and it ♥♥♥♥♥♥♥ hurts. ♥♥♥♥! The first part of the game was fine, but the second part they deliberately set three jump scares (there is a fourth you can avoid, but what's the point? It's a cool death scene) you have to endure to get to the end. Ugh. [h3]The Game[/h3] The story was cool, with the trope of journals (diaries, messages, etc.) carried over from Unreal (the original), which we also see in Pathways into Darkness (Mac, and a completely different company, so it's not an original idea, but it is well implemented here) and System Shock. Though the plot gets mushy in the last chapter or two. I believe there wasn't enough impetus for the protagonist, you know? I mean, the motivation made sense, but I didn't feel like there was enough happening to justify the finale. A little more psychosis would have helped. You are free to roam around the place, but only so far. You will get reset with a little jump-scare jolt if you exceed a boundary. Would have been nice to walk for weeks across the moon with nothing but gray rocks everywhere. That's the physical limitations. The visual limitations are fine just fine, as they add to the claustrophobic feeling, the sudden fear and rush of running with no visual feedback. It's fine. Figuring out the seeking algorithm wasn't too hard either, but the designers mixed it up with random location movement on the first half and a variety of tricks in the second. I keep saying first and second half. There are two enemies in this whole game. They are different difficulties, and the second one increases its difficulty as you progress. There is no hurting the second enemy, just running. That was a good scared feeling, bringing me right back to the first death knight scare in Thief. The sound it makes while chasing you is quite unnerving. [h3]Cons[/h3] A little more clarity would have been nice in understanding the buttons on the CAT. I didn't know what was being degaussed, I didn't know where the PDA interface was supposed to show up (on the back of the CAT?). But when the instances of those needs occurred I was able to figure it out. Finding the first battery had me feeling dumb when I finally found them. If they are clearly labeled, then it's my fault because my ability to read has dropped off considerably. Not a game design issue. I did find myself running back and forth between areas a few too many times, but that's because I got lost in my head about what location was where. A static map posted somewhere in the level would have been nice. I noticed the video in all but the first and last movies was slow and desynced from the audio and captioning. Might just be me. I was expecting a third enemy type when exploring the Annex. Some creeping death-plant would have been a good way to annoy me and give me something to shoot at. Jump scares are cheap ways to scare people. Don't do it. It sucks and shows a lack of priority in the story telling. [h3]Pros[/h3] The action flow is good. It's intense and fast when it's happening, there's tension when being chased, and there's a way to escape getting caught. The additional audio "sting" helps to indicate when you've been spotted. The bounty of batteries makes the first half easier, and the results from being killed are surprising. The amount of enemies is fine just fine. The variety is fine for how short the game is. I likely could have beat it sooner, but was exploring too much and investigating the meshes and mechanics. Very nice details, nice textures, Good bumps. Sweet post processing stuff. I appreciated the hints in the first half, but found none of the same mechanics in the second half. It was almost like two different games were being put together... hmmm... Controls are responsive, simple, and rebindable. The options did everything I needed, so good job there. [h3]Overall[/h3] Play it! Buy the game. Support the artists, programmers, voice actors, dev team, etc. Complain loudly about the jump-scares. They could have been much more intense chases instead. Spoiler! [spoiler]There actually is a third enemy, but you take care of it in the first half. Supposedly.[/spoiler]
Short, but very fun and often terrifying. Runs well on a variety of hardware.
=Испугались?= =Обосрался!= 10/10
Cool as heck!
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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