Routine (video game)
{{Short description|Upcoming video game}}
{{Use American English|date=July 2024}}
{{Use list-defined references|date=June 2024}}
{{Use mdy dates|date=June 2024}}
{{Infobox video game
| title = Routine
| image =
| alt =
| developer = Lunar Software
| publisher = Raw Fury
| director =
| producer =
| designer = {{ubl|Aaron Foster|Jemma Hughes}}
| programmer = Pete Dissler
| artist = {{ubl|Aaron Foster|Jemma Hughes}}
| writer =
| composer = Mick Gordon
| engine = Unreal Engine 5
| platforms = {{ubl|Windows|Xbox One|Xbox Series X/S}}
| released =
| genre = Survival horror
| modes = Single-player
}}
Routine is an upcoming survival horror game developed by Lunar Software and published by Raw Fury. Set on a lunar base, the story follows an unnamed protagonist unraveling a mysterious incident that led to the base's decline. The game is played from a first-person perspective, with the player using a Cosmonaut Assistance Tool to fight hostile robots, interact with the environment, and perform other actions.
Announced in 2012, Routine is the debut title from Lunar Software. While initially slated for a spring 2013 release, the game saw several delays attributed to a protracted development cycle, financial hurdles, and the studio's decision to temporarily pause production due to dissatisfaction with the game's direction. Development resumed in 2022 with new publisher Raw Fury. The game is being developed using Unreal Engine 5, with music composed by Mick Gordon. Routine is scheduled to release for Windows, Xbox One, and Xbox Series X/S.
Gameplay
Routine is a survival horror game played from a first-person perspective.{{r|Release Date Trailer (DS)}} The player controls an unnamed protagonist traversing a lunar base to unravel the mystery of its decline while encountering hostile robots.{{r|2014 Foster Interview (GB)|2022 Reveal (GSpot)}} The player is equipped with a Cosmonaut Assistance Tool (C.A.T), a device used for both combat and environmental interaction, in addition to saving notes and tracking progress.{{r|2013 Feature (GI)}} Exploring levels with hidden areas,{{r|2012 Reveal (SN)}} the player finds batteries, powering the C.A.T,{{r|2013 Feature (VG247)}} and floppy disks which alter its specs, such as screen refresh rate and flashlight brightness. When used as a weapon, the C.A.T can temporarily stun the enemy.{{r|2013 Feature (GI)}} However, permadeath and the absence of first aid kits emphasize stealth and avoidance of direct combat.{{r|2012 Reveal (EG)}} A visual wound system allows the player to monitor the protagonist's health by observing their body.{{r|2013 Foster Interview (RPS)}} Threats and environments within the levels are partially procedurally generated.{{r|2012 Foster Interview (SN)}} The game features an alternate ending.{{r|Release Date Trailer (Verge)}}
Development and release
Lead designer and artist Aaron Foster created small game projects and mods in his early years.{{r|2013 Foster Interview (GB)}} He studied at the University of Central Lancashire, where he met designer and artist Jemma Hughes.{{r|1=2012 Feature (Edge)|p1=1|2=Devs Q&A (GSkinny)}} After graduating in 2008 with a Bachelor of Arts in game design, Foster taught 3D modeling and creative thinking at the university while also working as a 3D environment artist at Eurocom.{{r|2012 Feature (Edge)|pp=1, 2}} In his spare time, he developed various prototypes and ideas using Unreal Engine,{{r|2013 Foster Interview (RPS)}} with some eventually becoming the basis for Routine.{{r|Press (LS)}} The game's inspiration stemmed from a desire to combine his childhood passions—science fiction, horror, and the Moon. He also sought to "start pushing the reasons why people interact with a game," believing that games "should mean something more than pressing the right buttons to trigger cutscenes." Routine was influenced by films such as 2001: A Space Odyssey (1968), The Andromeda Strain (1971), Silent Running (1972), Alien (1979), and The Thing (1982), and the television series Space: 1999 (1975–1977).{{r|1=2013 Foster Interview (RPS)|2=2012 Feature (Edge)|p2=2|3=Devs Q&A (GSkinny)}} Video game influences included System Shock 2 (1999), White Day: A Labyrinth Named School (2001), and Doom 3 (2004).{{r|Horror Feature (GI)|Doom Feature (Verge)}}
In its early stages, Routine lacked enemies or interactive objects. Foster described this version as an atmospheric single-player experience similar to Dear Esther (2012). The project began to evolve with the addition of Hughes and programmer Pete Dissler,{{r|2013 Foster Interview (RPS)}} whom Foster encountered through the Mod DB website.{{r|Devs Q&A (GSkinny)}} Their collaboration led to the establishment of Lunar Software in September 2011.{{r|Press (LS)}} Working from a flat in Preston, Lancashire, the team used the living room as their office{{r|Devs Q&A (GSkinny)|2012 Feature (PCG)}} and hired freelancers for the game's art.{{r|2014 Foster Interview (GB)}} The project was initially financed through the team's personal savings.{{r|2013 Foster Interview (GB)}} The game's design underwent several revisions throughout its development.{{r|Release Date Trailer (Verge)}} Following its re-announcement in June 2022, Lunar Software revealed that development had been previously suspended due to financial constraints and dissatisfaction with the project's direction. After a period of conceptual reassessment and securing a publishing deal with Raw Fury, development resumed. Raw Fury provided additional support for the game's art direction and narrative.{{r|Hiatus Message (LS)|October 2022 Update (Steam)}}
The selection of a lunar base as the setting for Routine stemmed not only from Foster's fascination with the Moon but also from its distance from Earth, its atmosphere of loneliness, and the in-game presence of enemies. The developers believed these aspects combined to make the Moon "a great setting for a horror experience."{{r|2012 Foster Interview (SN)}} During development, the base's size was halved as the studio strove for level uniqueness and brevity.{{r|2013 Foster Interview (RPS)|2013 Foster Interview (GB)}} The number of endings was also reduced to two, impacting the overall nonlinearity originally intended.{{r|2013 Feature (GI)|Release Date Trailer (Verge)}} The developers decided not to explore the protagonist's personality and backstory to heighten the immersiveness and focus the player's attention on the game's atmosphere and plot.{{r|2014 Foster Interview (GB)}}
The inclusion of permadeath was intended to heighten the impact of player actions. Foster explained that he "want[ed] to see if [... permadeath would] force people to care more about their actions rather than running around blindly thinking they can just reload the game."{{r|2013 Foster Interview (LS)}} This feature, combined with the first-person perspective and lack of a heads-up display, reflected the developers' aim of maximizing player immersion.{{r|Horror Feature (GI)|2012 Feature (Verge)}} Procedural generation was employed to introduce variability to environments and events across playthroughs.{{r|2012 Foster Interview (SN)|2013 Foster Interview (GB)}} However, the team aimed to avoid excessive randomization to preserve the integrity of the storyline. Striking a balance between variety and crafting a tense atmosphere at specific moments presented a significant challenge, according to Foster.{{r|2013 Foster Interview (GB)}} Dissler designed the artificial intelligence of the game's enemies to adapt to and react unpredictably to the player's actions, cultivating a "fear of the unknown".{{r|2013 Feature (GI)|2013 Foster Interview (RPS)}} The protagonist's primary device, a Cosmonaut Assistance Tool, was conceived early in development.{{r|2014 Foster Interview (GB)}} A weapon mode was later incorporated, allowing the player to choose between stealth and direct combat.{{r|2013 Feature (GI)}} Foster characterized this as a risk–reward system, noting that its use did not always guarantee a favorable outcome.{{r|2013 Feature (VG247)}}
Lunar Software began developing Routine using Unreal Engine 3, but later transitioned to Unreal Engine 4.{{r|2015 Summer Update (Esc)|UE4 (Twitter)}} Peter Bottomley, founder and head of White Paper Games, provided support to the developers, including access to more powerful computers for working with the updated engine.{{r|Bottomley (Twitter)}} Subsequently, the studio opted to move development to Unreal Engine 5.{{r|October 2022 Update (Steam)}} While Lunar Software initially considered PlayStation 4 and Oculus Rift versions of the game, these plans were ultimately abandoned.{{r|2013 Feature (GI)|Oculus (EG)|PS4 (IGN)}} Routine{{'}}s visual style, inspired by 1980s retrofuturism, aimed to depict a realistically designed, abandoned lunar base.{{r|2022 Reveal (IGN)}} Foster described it as a "really high-tech [and] sci-fi" environment reflecting decades of human habitation and subsequent decline.{{r|2012 Feature (PCG)}} The game's soundtrack, composed by Mick Gordon, known for his work on Wolfenstein: The New Order (2014) and Doom (2016),{{r|2022 Reveal (GSpot)}} took cues from the 1980s music, as suggested by Foster. However, Gordon wanted to avoid synthesizer clichés found in soundtracks like that of Far Cry 3: Blood Dragon (2013). Citing the film The Shining (1980) as an influence, the developers sought to create a more "tangible and low-fi" sound.{{r|2013 Feature (GI)}}
Routine was announced in August 2012 at Gamescom.{{r|2012 Reveal (VG247)}} Later that year, the project was approved for release on Steam through the platform's Greenlight program.{{r|2012 Feature (PCG)|2012 Feature (Verge)}} Initially scheduled for a spring 2013 release for Windows and OS X,{{r|Steam (Poly)}} the game saw several delays.{{r|2018 Feature (Vice)}} Lunar Software stopped providing development updates in 2017, but confirmed the project's continuation the following year, acknowledging some ongoing challenges.{{r|2018 Feature (Vice)}} Routine was re-announced at the Summer Game Fest in June 2022. It is scheduled to release for Windows, Xbox One, and Xbox Series X/S.{{r|2022 Reveal (GSpot)}}
References
{{Reflist|refs=
{{cite web |url=https://www.gamespot.com/articles/routine-a-first-person-sci-fi-horror-game-coming-to-xbox-game-pass/1100-6504357/ |title=Routine, A First-Person Sci-Fi Horror Game, Coming To Xbox Game Pass |last=Carr |first=James |date=June 9, 2022 |website=GameSpot |publisher=Fandom, Inc. |access-date=June 18, 2024 |url-status=live |archive-url=https://web.archive.org/web/20220609185404/https://www.gamespot.com/articles/routine-a-first-person-sci-fi-horror-game-coming-to-xbox-game-pass/1100-6504357/ |archive-date=June 9, 2022}}
{{cite magazine |url=https://www.gameinformer.com/games/routine/b/pc/archive/2013/10/04/killer-robots-floppy-disks-and-atmospheric-sci-fi-horror.aspx |title=Routine |last=Turi |first=Tim |date=October 4, 2013 |magazine=Game Informer |publisher=GameStop |access-date=June 18, 2024 |url-status=live |archive-url=https://web.archive.org/web/20131004225724/https://www.gameinformer.com/games/routine/b/pc/archive/2013/10/04/killer-robots-floppy-disks-and-atmospheric-sci-fi-horror.aspx |archive-date=October 4, 2013}}
{{cite web |url=https://www.shacknews.com/article/75263/routine-trailer-explores-spooky-moonbase |title=Routine trailer explores spooky moonbase |last=O'Connor |first=Alice |date=August 15, 2012 |website=Shacknews |publisher=Gamerhub |access-date=June 18, 2024 |url-status=live |archive-url=https://web.archive.org/web/20120817094340/https://www.shacknews.com/article/75263/routine-trailer-explores-spooky-moonbase |archive-date=August 17, 2012}}
{{cite web |url=https://www.vg247.com/routine-amnesia-in-space-not-exactly |title=Routine: Amnesia in space? Not exactly |last=Cook |first=Dave |date=August 7, 2013 |website=VG247 |publisher=Gamer Network |access-date=June 18, 2024 |url-status=live |archive-url=https://web.archive.org/web/20210921013133/https://www.vg247.com/routine-amnesia-in-space-not-exactly |archive-date=September 21, 2021}}
{{cite web |url=https://www.eurogamer.net/upcoming-survival-horror-game-routine-looks-anything-but |title=Upcoming survival-horror game Routine looks anything but |last=Matulef |first=Jeffrey |date=August 15, 2012 |website=Eurogamer |publisher=Gamer Network |access-date=June 18, 2024 |url-status=live |archive-url=https://web.archive.org/web/20220609203757/https://www.eurogamer.net/upcoming-survival-horror-game-routine-looks-anything-but |archive-date=June 9, 2022}}
{{cite web |url=https://www.rockpapershotgun.com/lunar-software-explain-routine |title=C++ Of Tranquility: Lunar Software Explain Routine |last=Rossignol |first=Jim |date=June 26, 2013 |website=Rock Paper Shotgun |publisher=Gamer Network |access-date=June 18, 2024 |url-status=live |archive-url=https://web.archive.org/web/20210415213804/https://www.rockpapershotgun.com/lunar-software-explain-routine |archive-date=April 15, 2021}}
{{cite web |url=https://www.shacknews.com/article/75481/a-routine-interview-about-crafting-lunar-horror |title=A Routine interview about crafting lunar horror |last=Mattas |first=Jeff |date=September 28, 2012 |website=Shacknews |publisher=Gamerhub |access-date=June 18, 2024 |url-status=live |archive-url=https://web.archive.org/web/20120830031841/https://www.shacknews.com/article/75481/a-routine-interview-about-crafting-lunar-horror |archive-date=August 30, 2012}}
{{cite web |url=https://www.theverge.com/2016/11/1/13486328/routine-sci-fi-horror-game-launch-date-trailer |title=Sci-fi horror game Routine is finally launching in March |last=Webster |first=Andrew |date=November 1, 2016 |website=The Verge |publisher=Vox Media |access-date=June 18, 2024 |url-status=live |archive-url=https://web.archive.org/web/20161102154930/https://www.theverge.com/2016/11/1/13486328/routine-sci-fi-horror-game-launch-date-trailer |archive-date=November 2, 2016}}
{{cite web |url=https://www.giantbomb.com/articles/the-dark-side-of-the-moon/1100-4761/ |title=The Dark Side of the Moon |last=Klepek |first=Patrick |date=October 9, 2013 |website=Giant Bomb |publisher=Fandom, Inc. |access-date=June 18, 2024 |url-status=live |archive-url=https://web.archive.org/web/20131009160326/https://www.giantbomb.com/articles/the-dark-side-of-the-moon/1100-4761/ |archive-date=October 9, 2013}}
{{cite magazine |url=http://www.edge-online.com/get-into-games/university-of-central-lancashire-lecturers-permadeath-horror-game-passes-steam-greenlight-test/ |title=University Of Central Lancashire lecturer's permadeath horror game passes Steam Greenlight test |last=Hall |first=Lee |date=November 9, 2012 |magazine=Edge |publisher=Future plc |access-date=June 18, 2024 |url-status=dead |archive-url=https://web.archive.org/web/20121116180417/http://www.edge-online.com/get-into-games/university-of-central-lancashire-lecturers-permadeath-horror-game-passes-steam-greenlight-test/ |archive-date=November 16, 2012}}
{{cite web |url=https://www.gameskinny.com/ifx1a/meet-the-makers-lunar-software-answers-questions-about-routine |title=Meet the Makers: Lunar Software Answers Questions About Routine |author=MirandaCB |date=May 14, 2013 |website=GameSkinny |publisher=Gamurs |access-date=June 18, 2024 |url-status=live |archive-url=https://web.archive.org/web/20140825225417/https://www.gameskinny.com/ifx1a/meet-the-makers-lunar-software-answers-questions-about-routine |archive-date=August 25, 2014}}
{{cite magazine |url=https://www.gameinformer.com/b/features/archive/2015/11/07/the-evolution-of-first-person-horror.aspx |title=Can't Look Away: The Evolution Of Modern First-Person Horror |last=Lemke |first=Parker |date=November 7, 2015 |magazine=Game Informer |publisher=GameStop |access-date=June 18, 2024 |url-status=live |archive-url=https://web.archive.org/web/20151108233240/https://www.gameinformer.com/b/features/archive/2015/11/07/the-evolution-of-first-person-horror.aspx |archive-date=November 8, 2015}}
{{cite web |url=https://www.theverge.com/2013/12/10/5195508/doom-20th-anniversary-retrospective |title='Doom' at 20: John Carmack's hellspawn changed gaming forever |last=Webster |first=Andrew |date=December 10, 2013 |website=The Verge |publisher=Vox Media |access-date=June 18, 2024 |url-status=live |archive-url=https://web.archive.org/web/20131211060333/https://www.theverge.com/2013/12/10/5195508/doom-20th-anniversary-retrospective |archive-date=December 11, 2013}}
{{cite web |url=https://www.pcgamer.com/routine-1/ |title=Routine: indie survival horror from the dark side of the Moon |last=Senior |first=Tom |date=December 12, 2012 |website=PC Gamer |publisher=Future plc |access-date=June 18, 2024 |url-status=live |archive-url=https://web.archive.org/web/20151221214713/https://www.pcgamer.com/routine-1/ |archive-date=December 21, 2015}}
{{cite web |url=https://store.steampowered.com/news/app/606160/view/3404184263866108537 |title=Routine — Update — October 30, 2022 |author=Lunar Software |date=October 30, 2022 |website=Steam News |publisher=Valve |access-date=June 18, 2024 |url-status=live |archive-url=https://web.archive.org/web/20221030165030/https://store.steampowered.com/news/app/606160/view/3404184263866108537 |archive-date=October 30, 2022}}
{{cite web |url=https://www.theverge.com/2012/10/15/3507340/routine-sci-fi-horror-game |title=In space, no one can hear you die: a first look at 'Routine' |last=Webster |first=Andrew |date=October 15, 2012 |website=The Verge |publisher=Vox Media |access-date=June 18, 2024 |url-status=live |archive-url=https://web.archive.org/web/20121017234231/https://www.theverge.com/2012/10/15/3507340/routine-sci-fi-horror-game |archive-date=October 17, 2012}}
{{cite web |url=https://onlysp.escapistmagazine.com/lunar-software-routine-still-way-going-super-well/ |title=Lunar Software's Routine is Still On The Way, Development "Going Super Well" |last=Perodin |first=Reginald |date=July 21, 2015 |website=The Escapist |publisher=Gamurs |access-date=June 18, 2024 |url-status=dead |archive-url=https://web.archive.org/web/20210123105639/https://onlysp.escapistmagazine.com/lunar-software-routine-still-way-going-super-well/ |archive-date=January 23, 2021}}
{{cite web |url=https://www.eurogamer.net/routine-ditches-oculus-rift-support-due-to-motion-sickness |title=Routine ditches Oculus Rift support due to motion sickness |last=Matulef |first=Jeffrey |date=August 20, 2014 |website=Eurogamer |publisher=Gamer Network |access-date=June 18, 2024 |url-status=live |archive-url=https://web.archive.org/web/20220412020044/https://www.eurogamer.net/routine-ditches-oculus-rift-support-due-to-motion-sickness |archive-date=April 12, 2022}}
{{cite web |url=https://www.ign.com/articles/2014/02/22/routine-developer-considering-ps4-port |title=Routine Developer Considering PS4 Port |last=Williams |first=Katie |date=February 22, 2014 |website=IGN |publisher=Ziff Davis |access-date=June 18, 2024 |url-status=live |archive-url=https://web.archive.org/web/20140222093146/https://www.ign.com/articles/2014/02/22/routine-developer-considering-ps4-port |archive-date=February 22, 2014}}
{{cite web |url=https://www.ign.com/articles/routine-horror-sci-fi-reveal-xbox-px-game-pass |title=Sci-fi Horror Routine Re-Revealed, a Decade After Its Original Announcement |last=Skrebels |first=Joe |date=June 9, 2022 |website=IGN |publisher=Ziff Davis |access-date=June 18, 2024 |url-status=live |archive-url=https://web.archive.org/web/20220609184946/https://www.ign.com/articles/routine-horror-sci-fi-reveal-xbox-px-game-pass |archive-date=June 9, 2022}}
{{cite web |url=https://www.vg247.com/lunar-software-reveal-routine-at-gamescom-2012 |title=Lunar Software reveal Routine at gamescom 2012 |last=Akerman |first=Nick |date=August 15, 2012 |website=VG247 |publisher=Gamer Network |access-date=June 18, 2024 |url-status=live |archive-url=https://web.archive.org/web/20220828121951/https://www.vg247.com/lunar-software-reveal-routine-at-gamescom-2012 |archive-date=August 28, 2022}}
{{cite web |url=https://www.polygon.com/2012/11/9/3623812/routine-headed-to-steam-next-spring-with-survival-horror-and |title=Routine headed to Steam next spring with survival horror and permadeath |last=Tach |first=Dave |date=November 9, 2012 |website=Polygon |publisher=Vox Media |access-date=June 18, 2024 |url-status=live |archive-url=https://web.archive.org/web/20121113082956/https://www.polygon.com/2012/11/9/3623812/routine-headed-to-steam-next-spring-with-survival-horror-and |archive-date=November 13, 2012}}
{{cite web |url=https://www.vice.com/en/article/routine-release-date-space-horror-alien/ |title=So, What Happened to 'Routine,' That Promising Space Horror Game From 2013? |last=Klepek |first=Patrick |date=February 2, 2018 |website=Vice |publisher=Vice Media |access-date=June 18, 2024 |url-status=live |archive-url=https://web.archive.org/web/20201107233347/https://www.vice.com/en/article/mb5qpx/routine-release-date-space-horror-alien |archive-date=November 7, 2020}}
}}
External links
- {{official website|https://lunar-software.squarespace.com/games}}
- {{IMDb title|20992156}}
{{Portal bar|Speculative fiction|Video games}}
{{Authority control}}
Category:Retrofuturistic video games
Category:Science fiction video games
Category:Single-player video games
Category:Survival horror video games
Category:Unreal Engine 5 games
Category:Video games about robots
Category:Video games developed in the United Kingdom