How ROUTINE Changed My View of Survival Horror

ROUTINE is often compared to Alien: Isolation, yet its vision and core mechanics were already established before Alien: Isolation was even announced. In this article, I break down why the similarities are more coincidental than influential, explore the reality behind ROUTINE’s long and turbulent development cycle, and examine where it truly belongs within the stalker horror subgenre.

There are some games that inspire me to become a developer and create my own horror experience, but ROUTINE is not one of them. The 3D models and textures are so high quality, the atmosphere so believable, and the sound design so flawless that I know I could never hope to compete with it. Instead of pushing me into game development, ROUTINE is keeping me out of it, leaving the work to people who clearly know what they are doing.

If you’d rather see ROUTINE in action, watch the video version of this review below!

What Is ROUTINE?

ROUTINE is a first-person sci-fi stalker horror game set within an abandoned lunar base, designed around a 1980s vision of the future. The game takes place in a distinctly analogue world, one that often feels like you are playing through a CRT display. This effect is pushed even further when viewing the environment through the handheld Cosmonaut Assistance Tool (C.A.T), which intentionally drops the resolution even lower.

What makes ROUTINE so distinctive is how it balances extremes. It delivers moments of hyper-realistic detail, where individual fingerprints can be seen on monitors, while simultaneously presenting deliberately low-resolution visuals. Viewing enemies through the C.A.T, combined with the thick, oppressive atmosphere, creates a level of tension that is difficult to fully explain, but very effective. Somehow, this contrast makes the game feel even more unsettling. The fear of the unknown is multiplied when everything in the viewpoint isnt crystal clear.

There is no HUD, inventory, or traditional menus of any kind. There isn’t even a way to pause the game. You can press Start, but the world keeps moving, so you rarely feel safe. Even saving your progress doesn’t always guarantee safety. Save screens and menus are projected onto the walls of the environment, and you interact with them by walking up and using your C.A.T device. Unlike the comforting save rooms in Resident Evil, you are not completely protected while doing this. Most of the time you will be fine, but there are a few areas in the game where using these terminals still puts you at risk which only adds to the tension.

Despite wearing a spacesuit in the game, you are incredibly nimble. You can crouch very low to the ground, low enough to look through small gaps, crawl through vents, or peek around corners for Type-05 (T5) enemies on patrol. The T5 is not faster than you, but it is unpredictable and relentless. You can usually escape, but it is always tense. You get one chance to break free if it grabs you, but if it catches you again, it is game over. The heavy thud of its footsteps gives you a rough idea of how close it is, and hearing that sound grow nearer is deeply unnerving.

One of the boldest design choices in ROUTINE is the complete lack of an in-game map. At first, I felt almost naked without one. Most other horror games have trained me to constantly check a map to see where I am, where I have been, and where I should go next. In ROUTINE, that safety net simply does not exist. Instead, I slowly learned the layout of the stations myself, building a mental map through exploration, repetition, and a fair bit of running around aimlessly.

Not knowing exactly what is around each corner makes every step feel more deliberate and every shortcut feel earned. Exploration becomes far more organic, and the tension is heightened because you are always navigating partly from memory and partly from instinct.
This design philosophy is very intentional. As Aaron Foster explained in an interview with The Verge, he prefers games that help you forget you are playing one at all:

“I just appreciate it when I’m playing a game that I forget that I’m actually playing a game. Often UI brings you out of the experience.” – Aaron Foster

He went on to describe how he and assistant lead artist Jemma Hughes even played Conan Exiles with a self-imposed rule that they were not allowed to look at the map.

“We could only navigate the world through memory, and that changes how you interact with the spaces.” – Aaron Foster

In ROUTINE, that same philosophy turns simple navigation into a source of atmosphere, uncertainty, and by the end, I honestly did not miss the map at all.

What Came First The Alien Or The Egg?

It still amazes me that only three people worked on ROUTINE, yet the overall quality often surpasses Alien: Isolation, a game developed by hundreds of staff at Creative Assembly. It is easy to see why so many players compare the two titles. For a long time, I also assumed ROUTINE was simply an “Alien Isolation-like” game, largely because I did not realise ROUTINE had entered development first, with its vision and core mechanics already established before Alien: Isolation was even announced. Without that context, it is an understandable conclusion to reach.

Although ROUTINE did not launch until 4 December 2025, Lunar Software revealed gameplay footage on 25 June 2013. That early footage already showcased many of the core mechanics, visual ideas, and atmospheric elements present in the final game. This is why the similarities often pointed out between ROUTINE and Alien: Isolation are more about coincidence than influence. Alien: Isolation arrived on 7 October 2014, more than a year after ROUTINE’s gameplay had been shown to the public.

To clarify this further, I reached out to one of ROUTINE’s developers to ask directly about the influence of Alien: Isolation:

“Alien Isolation wasn’t really an inspiration for ROUTINE in any direct way, but the Alien movie absolutely was.The biggest inspiration for our AI probably came from the game White Day, not the newer commercial version on Steam, but the original one, which is probably quite hard to find now.There is a janitor in that game which, I am sure you would see some similarities to the T5 in ROUTINE.Alien Isolation is an amazing game, but by that point we were already well down a path of our own, and it was one we wanted to stick to regardless of our peers.” – Aaron Foster

Rather than borrowing from Alien: Isolation, ROUTINE evolved from its own early vision, inspired by classic science-fiction, the original Alien film, and unexpected influences like White Day. The result is a game that stands entirely on its own, despite the frequent comparisons.

In Development For 13 Years!?

Although ROUTINE is often described as having a thirteen-year development cycle, that figure does not accurately reflect the reality of its production. The game was first announced at Gamescom 2012, which is why many people assume development spanned thirteen uninterrupted years. In reality, development began in 2011, but the progress was far from continuous. Financial strain, health issues, and the need to take on freelance work led to long periods where only minimal progress was possible, something that is difficult to classify as active development.

The version of ROUTINE players experience today was largely rebuilt from the ground up beginning in 2020, following Lunar Software’s partnership with Raw Fury. Viewed in this context, disappointment based purely on how long the game “took” feels unfair. Indie development is rarely a straight line, and comparing one project’s timeline to another ignores the vastly different circumstances, resources, and challenges each small team faces behind the scenes.

ROUTINE’s Place Within Stalker Horror

Clock Tower, White Day, Haunting Ground, Alien: Isolation, Amnesia: The Bunker, and ROUTINE all share a defining trait: they feature stalker enemies that cannot be killed. While these enemies can often be stunned or delayed, they can never be permanently defeated. This sharply contrasts with traditional survival horror games, where most enemies can be killed, even if players are encouraged to avoid combat in order to conserve ammunition for tougher encounters.

The difference between these games is not just about tone or setting, but about how they structure player control. Specifically, it comes down to how combat functions within the core gameplay loop. Does fighting restore control, merely delay danger, or actively empower the player? Once viewed through that lens, horror games begin to fall into clearer patterns, shaped less by aesthetics and more by how they handle vulnerability, agency, and progression.

Stalker Horror

Games built around a persistent, unkillable threat that must be avoided rather than defeated. Combat cannot permanently restore control; at best, it delays danger. Tension comes from sustained vulnerability, memory-based navigation, and the constant possibility of pursuit. Environments are designed less as combat arenas and more as spaces to navigate under pressure, where knowing the layout can mean the difference between escape and capture.
Control is never fully regained.

Survival Horror

Games that emphasise scarce resources, vulnerable protagonists, puzzle-solving, and maze-like environments. Enemies can be killed, but doing so is costly. Combat is unreliable, ammunition is limited, and players must weigh whether to engage or avoid encounters. Eliminating threats can temporarily restore control, but at the risk of depleting resources needed later.
Control can be regained, but at a price.

Action Horror

Games where combat is the primary tool for progression. Enemies can be killed consistently and efficiently, and combat is actively encouraged and rewarded. Resources are often replenished through defeated enemies, precision aiming and reflexes are emphasised, and level design tends to be more linear and forward-driven.
Control is achieved through combat.

That said, some survival horror games do feature stalker enemies that cannot be killed. Resident Evil 2 included Mr X, and Resident Evil 3 featured Nemesis, both of whom pursued the player throughout large portions of their respective games. However, in both cases, the majority of standard enemies could still be killed, which keeps them firmly within the survival horror category.

For a long time, I considered Alien: Isolation to be a survival horror game, and I assumed the same was true of ROUTINE. However, after speaking with Aaron Foster, that view began to change:

“So I do not really consider ROUTINE a survival horror, as I usually class those as horror games with inventory management and enemies you can “kill,” or that feature a decent amount of combat and options for dealing with enemies.But I also understand why people still classify it as such, as its not always black and white.” – Aaron Foster

Foster’s perspective highlights the key distinction: in traditional survival horror, combat and inventory management play a central role, even if players are encouraged to conserve resources. ROUTINE, by contrast, removes the possibility of permanently eliminating threats. Combat may interrupt the threat, but it never removes it.

With this in mind, ROUTINE is technically a stalker horror. However, there is significant crossover, as the two subgenres are similar in almost every other respect. While it is true that stalker horror often strips back traditional inventory management and removes the ability to kill enemies, survival horror is ultimately defined by sustained vulnerability, not by item management. If anything, stalker horror pushes that vulnerability even further, as the player cannot rely on killing enemies to regain control.

While the distinction between survival horror and stalker horror is meaningful, both are ultimately defined by vulnerability rather than empowerment. What matters is that ROUTINE embodies everything this website aims to cover and promote. For that reason, I include stalker horror games on my survival horror games list. In a future update, I plan to tag or otherwise highlight them separately.

Final Thoughts

ROUTINE can be completed in around six hours, but I could easily have spent another six within its world. By the end, I was left wanting more. Not because the game felt incomplete, but because its atmosphere and design were so compelling that I wasn’t ready to leave. That, in many ways, is the highest compliment I can give it. There is no current plan for a ROUTINE Sequel but I am very keen to see what Lunar Software works on next and I hope they will some day release another horror game.

ROUTINE is available on Xbox and PC (Steam), and I would highly recommend experiencing it for yourself.
Xbox: https://www.xbox.com/en-us/games/store/routine/9pcjt6tlcggv
PC (Steam): https://store.steampowered.com/app/606160/ROUTINE/

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