Routine to release on Steam during spring 2013, says Lunar Software

By Stephany Nunneley, Saturday, 10 November 2012 21:35 GMT

Routine is a survival horror game with an equally loved and dreaded permadeath system, which will be released on Steam next spring.

According to its Steam Greenlight page, the UDK game is an open-world title set on a moon base. It contains no health perks, HUD, and depending on player choices – multiple endings.

Routine is in development from Aaron Foster, who teaches 3D modeling and creative thinking at University of Central Lancashire.

Foster told EGDE he wanted to create a game based on his love of science fiction and one where players won’t be “pressing the right buttons to trigger cutscenes.”

He also said adding the permadeath element was a “good starting point for putting pressure on the player,” as the possibility of permanent death “will make them sit back and question what they do.”

You can learn more about the game through its Greenlight page and the interview on EDGE.

Routine is slated for release in either March or April 2013.

Thanks, Polygon.

Sometimes we include links to online retail stores. If you click on one and make a purchase we may receive a small commission. For more information, go here.



Aaron Foster

Lunar Software

  • Routine: Amnesia in space? Not exactly

    Routine developer Lunar Software consist of four people, but after his interview VG247’s Dave Cook reckons they’re going to remind many studios how horror is done correctly.

  • Routine: sci-fi horror game gets creepy alpha footage

    Routine is the sci-fi horror game from four-person team Lunar Software, and it’s a bit like Amnesia in a moon-base with guns. Whatever you call it, it’s pretty freaky, and we’ve got alpha gameplay footage to prove it. Venture onward if you dare.


  • Salem players can face permadeath even when offline

    Seatribe’s creative director, Bj√∂rn Johannessen, has said the team decided to add permadeath to its upcoming free-to-play MMORPG, Salem, because for one, it “enforces a subtle form of roleplaying.”