by Matt Q 🎮
A CRT terminal sputters awake. Beige panels scarred by years of fingerprints gleam under flickering fluorescents. A gloved hand twists a chunky analog dial on your C.A.T. tool. Your flashlight beam jitters across grimy bulkheads, revealing a robot's dark silhouette. Approaching cautiously, it seems inactive. You attempt to walk past, then suddenly you hear machinations whir to life as it convulses and starts to move towards you.
You run. It pursues.
You reach a dead end. It approaches swiftly.
You clumsily attempt to aim your C.A.T. and subdue it with a shock. You manage to land a hit just before it grabs you. It momentarily convulses as it lifts you off the floor. It's arm begins to stiffen, then suddenly your life ends in a blur of metal and blood.
This is Routine: a 6-10 hour Sci-Fi survival horror where high-fidelity late-70s retro-futurism (reel-to-reel consoles, VHS-static monitors, utilitarian wear) transforms a derelict lunar outpost into a believable nightmare. No glossy sci-fi sheen; just tactile artifacts that feel handled and authentic, yet abandoned.
These realistic relics help ground the unreal: dark halls feel familiar, workspaces look lived in, piles of research papers stuffed into manilla folders enhance the ambiance. Dread swells not from abstraction, but intimacy; the terror of a familiar space turned into a tomb.
Lunar Software's 13-year in the making labor of love has finally materialized a 1980s "vision of the future," born from creator Aaron Foster's analog childhood of VHS-recorded Alien marathons. For Routine, Foster sought "soulful" tactility: chunky interfaces and weathered plastics over modern sterility. "If I made this in the 80s, what would it look like?" Unreal Engine 5's modern visual fidelity renders its retro relics in crisp detail for immersive nostalgia.
These 80s artifacts create a realistic and familiar environment for older gamers, but the fact that these items actually existed in real life even lend a sense of plausibility for younger gamers who haven't directly experienced Routine's retro-tech for themselves; a feat that pure futuristic Sci-Fi environments tend to lack. In Routine's case, believability breeds dread.
Beyond simple realism, Routine's tactile approach to interfaces and gameplay create an immersion seldom delivered in gaming.
There are no quick menus. There are few checkpoints. Most of the interactions with either your C.A.T. or with the interfaces in the environment are completely manual.
Want to save? (believe me you will)
You'll need to find a wireless access point, projected onto a wall. Then focus on your C.A.T. and aim your cursor to press the wireless connection button to bring up the menu, projected onto the wall.
From there your own gaze controls a mouse cursor to interact with the projected display screen, either selecting "Save", viewing objectives or other data collected throughout your journey. Nothing is "easy" but everything feels the way it should.
The interface is similar for the various computer terminals you encounter. Moving close to the terminal automatically shifts your visual control from your visor to the mouse cursor on the screen. Enabling you to control the functions of each terminal. It's one of the few transitions that is completely seamless, and like most of the gameplay in Routine it works wonderfully.
Oh, and that tactile C.A.T. interface I mentioned? You'll need to think ahead when using it.
Robots pursuing you? You'll need the module that delivers an electric shock if you want to have a chance of surviving an encounter. But if you're being pursued by other creatures? You'll need a different "module" to be active which is a completely manual process which involves you focusing on your C.A.T. then moving your cursor to select the module you want to be active.
Think you can do that in midst of a pursuit? Think again.
In Routine there is no pause function. If you are being chased and you don't have the right module already selected, you better just run and run fast.
All of these factors combine to create an experience that feels truly special, yet somehow familiar. Not familiar in a gameplay sense, necessarily, but familiar in an environmental sense. Except for select Sci-Fi elements, the moon base feels real, like it actually could have been built in the 70s.
After playing through Routine it makes me hope that more games will take this realistic tactile approach. Unreal Engine 5's graphic fidelity pairs perfectly with this kind of grounded tactile gameplay, and I can't wait to see what new experiences game developers deliver for us.
If you want to see beginning gameplay from Routine (captured on Xbox Series S) check out the video below:
As of this article's publication, you can play Routine on either PC or Xbox, and it's available via Gamepass.
.png)







.png)










