Game review
ROUTINE
7 / 10
- Developer
- Lunar Software
- Publisher
- Raw Fury
- Released
- 4 December 2025
- Platforms
- Windows
- Genre
- Survival Horror
- Monetisation
- One-time purchase. No in-app purchases or DLC at time of writing.
- Players
- Single-player only
The short version
ROUTINE dropped players onto an abandoned lunar base built around a distinctly 1980s vision of the future, twelve-plus years after its 2012 announcement first captured attention and helped inspire Alien: Isolation. Steam's audience calls it Very Positive at 92% of over 8,300 reviews, and reading the corpus makes clear why: the retrofuturist visual design and sound work draw close to unanimous, often rapturous praise, frequently compared to SOMA, Alien Isolation and Observation.
The friction comes from what that atmosphere wraps around. A wide, detailed share of the review corpus -- including from reviewers who ultimately recommend the game -- describes a short, five-to-ten-hour campaign built largely around finding keycodes to progress, a thin roster of only two enemy types, and puzzles some reviewers find more tedious than clever. For a game twelve years in the making, that's a real letdown for a specific, vocal share of players who wanted more mechanical depth to match the presentation's ambition.
Biggest strengths
- Retrofuturist visual design and sound work draw close to unanimous, frequently rapturous praise across the entire review corpus, repeatedly compared to SOMA and Alien Isolation
- A minimal, diegetic UI and deliberate refusal to hand-hold the player earns strong praise from reviewers tired of over-explained modern game design
- Several reviewers describe genuinely visceral fear responses, with more than one saying the game was too intense to play in a single sitting
Biggest weaknesses
- A short five-to-ten-hour campaign draws a specific, detailed value complaint from a real share of reviewers, particularly at full price
- Only two enemy types populate the entire game, with several detailed reviews describing them as simplistic and easy to avoid once their patterns are learned
- Puzzles built primarily around locating keycodes draw repeated criticism as repetitive rather than genuinely challenging, several reviewers comparing the experience to "untangling wires"
Who it's for: Fans of atmospheric sci-fi horror and retrofuturist aesthetics who prioritise mood, sound design and unsettling exploration over combat or puzzle depth -- particularly fans of SOMA, Alien Isolation and Observation. A poor fit for players wanting a long campaign, varied enemy encounters, or puzzles more intricate than locating a sequence of keycodes.
Our recommendation: A strong recommendation for horror fans specifically drawn to atmosphere and sound design over mechanical depth -- the presentation genuinely earns its comparisons to genre highlights. Worth tempering expectations on length and puzzle variety given the short campaign and repetitive keycode-hunting structure that a real share of the review corpus flags as thin for a project with this long a development history.
7 / 10
Few games carry a development story as long or as widely watched as ROUTINE. First announced in 2012 by Lunar Software with a vision so striking it's widely credited as a partial inspiration for Alien: Isolation, the game spent over a decade drifting in and out of public view before finally launching on 4 December 2025, published by Raw Fury. That wait shows up constantly in its review history -- reviewers openly reference following the project for ten, twelve, thirteen years -- and Steam's audience has largely decided it was worth it, calling the result Very Positive at 92% of more than 8,300 reviews.
An atmosphere that lives up to twelve years of anticipation
Whatever else divides this review corpus, the presentation doesn't. Set on an abandoned lunar base built around a specifically 1980s vision of the future -- CRT displays, analogue switches, a diegetic UI that requires physically looking down at a wrist display rather than a floating HUD -- ROUTINE draws consistent, often rapturous praise for visual design and sound work that reviewers repeatedly compare to SOMA, Alien Isolation and Observation. More than one reviewer describes the game as genuinely too frightening to play in a single sitting, and the retrofuturist aesthetic is cited so consistently across both positive and negative reviews that it's clearly the game's defining, unambiguous achievement.
A refusal to hold your hand, for better and worse
Structurally, ROUTINE commits hard to minimal guidance -- objectives, item identification and navigation are almost entirely diegetic, requiring players to read in-world text and actively investigate their surroundings rather than following waypoints or tutorial prompts. One widely upvoted review frames this explicitly as a rebuke to modern game design's over-explanation, arguing that years of hand-holding have "done irreparable damage to gamers' critical thinking," and that sentiment runs through a large share of the positive corpus. It's a real strength for players who want to feel genuinely lost and searching, though it also directly feeds the puzzle complaints below for players who prefer clearer signposting.
Two enemies and a lot of keycodes
Where the review corpus turns critical is the substance underneath the atmosphere. Multiple detailed reviews note that the entire game features only two enemy types, both relatively simple to evade once their behaviour is understood, and several reviewers who otherwise loved the presentation describe the actual threat level as surprisingly low for a horror game this acclaimed. Puzzle design draws an even more specific complaint: much of the campaign's progression comes down to locating a sequence of numeric keycodes scattered through the environment, which one detailed negative review compares to "untangling a bunch of wires" rather than genuine problem-solving. It's not a universal reaction -- several reviewers specifically praise the game's diegetic tool mechanics as inventive -- but the keycode-hunting complaint recurs often enough, independently, to read as a real structural thinness rather than a difficulty mismatch.
A short campaign that reignites the value question
Compounding those complaints is length. Most detailed reviews report finishing ROUTINE in five to ten hours, and a meaningful share explicitly questions whether that runtime justifies full price, particularly set against a twelve-year development window that raised expectations for a longer, denser experience. It's a complaint several positive reviewers raise even while still recommending the game -- more than one describes being glad they played it while also acknowledging they beat it faster than they expected, with replay value specifically noted as low given how much of the challenge depends on not already knowing the keycode solutions.
A tonal swing that splits its audience
A more specific, spoiler-adjacent complaint concerns the story's later chapters. Several reviewers describe the game shifting tone partway through in a way that departs from the more grounded, hard-sci-fi horror of its opening hours, and while some find that swing a rewarding escalation, others wish the game had stayed the course it set in its first several chapters. It's a genuinely divisive point rather than a consensus complaint, splitting reviewers who otherwise agree closely on almost everything else about the game.
What the achievement curve suggests
Global achievement data supports the "short game, mostly finished" read running through this review. Chapter-completion achievements start at 97.5% for the opening chapter and decline gradually rather than sharply through the campaign, down to roughly 28% for the final chapter -- a curve consistent with a short, largely linear game where a real, sizeable share of owners see the story through to its end rather than abandoning it early, reinforcing that the criticisms above are about depth and length rather than players failing to finish it. A handful of harder-to-reach achievements tied to optional systems and modifier chapters sit noticeably lower still, suggesting most owners engage with the core story path and skip the game's more experimental optional content entirely -- consistent with a linear horror game built to be finished in a sitting or two rather than replayed for its side systems.
Final verdict
ROUTINE earns its decade-plus of anticipation on presentation alone -- the retrofuturist atmosphere and sound design are genuinely among the strongest in recent horror releases, and Lunar Software's small team deserves real credit for delivering it. Where the game falls short is substance: a thin enemy roster, keycode-hunting puzzles that wear out their welcome, and a short runtime that leaves a real, detailed share of its own enthusiastic audience wanting more. For horror fans who prioritise mood and dread over mechanical depth, it's an easy recommendation; for anyone hoping twelve years of development bought a correspondingly substantial campaign, it's worth knowing what you're actually getting first.
Pros and cons
Pros
- Retrofuturist visual design and sound work draw close to unanimous, frequently rapturous praise across the entire review corpus, repeatedly compared to SOMA and Alien Isolation
- A minimal, diegetic UI and deliberate refusal to hand-hold the player earns strong praise from reviewers tired of over-explained modern game design
- Several reviewers describe genuinely visceral fear responses, with more than one saying the game was too intense to play in a single sitting
- A small development team delivering this level of atmospheric polish draws specific respect across the review corpus, several reviewers noting the game's modest team size explicitly
Cons
- A short five-to-ten-hour campaign draws a specific, detailed value complaint from a real share of reviewers, particularly at full price
- Only two enemy types populate the entire game, with several detailed reviews describing them as simplistic and easy to avoid once their patterns are learned
- Puzzles built primarily around locating keycodes draw repeated criticism as repetitive rather than genuinely challenging, several reviewers comparing the experience to "untangling wires"
- A tonal shift partway through the campaign divides the review corpus, with several reviewers wishing the game had maintained its opening chapters' more grounded sci-fi horror tone