Lead designer and artist Aaron Foster created small game projects and
mods in his early years. He studied at the
University of Central Lancashire, where he met designer and artist Jemma Hughes. 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. In his spare time, he developed various prototypes and ideas using
Unreal Engine, with some eventually becoming the basis for
Routine. 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). Video game influences included
System Shock 2 (1999),
White Day: A Labyrinth Named School (2001), and
Doom 3 (2004). 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, whom Foster encountered through the
Mod DB website. Their collaboration led to the establishment of Lunar Software in September 2011. Working from a flat in
Preston, Lancashire, the team used the living room as their office and hired freelancers for the game's art. The project was initially financed through the team's personal savings. The game's design underwent several revisions throughout its development. 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. 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." During development, the base's size was halved as the studio strove for level uniqueness and brevity. The number of endings was also reduced to two, impacting the overall
nonlinearity originally intended. 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. 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." This feature, combined with the
first-person perspective and lack of a
heads-up display, reflected the developers' aim of maximizing player immersion.
Procedural generation was employed to introduce variability to environments and events across playthroughs. 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. 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". The protagonist's primary device, a Cosmonaut Assistance Tool, was conceived early in development. A weapon mode was later incorporated, allowing the player to choose between stealth and direct combat. Foster characterized this as a risk–reward system, noting that its use did not always guarantee a favorable outcome. Many of these features, including permadeath, were ultimately cut after the game's prolonged development led to the change to Unreal Engine 5. Lunar Software began developing
Routine using
Unreal Engine 3, but later transitioned to
Unreal Engine 4. 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. After development resumed in 2020, the studio transitioned to
Unreal Engine 5, overhauling various aspects of the project, including its narrative, gameplay and art design. While Lunar Software initially considered
PlayStation 4 and
Oculus Rift versions of the game, these plans were ultimately abandoned.
Routines visual style, inspired by 1980s
retrofuturism, aimed to depict a realistically designed, abandoned lunar base. Foster described it as a "really high-tech [and] sci-fi" environment reflecting decades of human habitation and subsequent decline. The game's soundtrack, composed by
Mick Gordon, known for his work on
Wolfenstein: The New Order (2014) and
Doom (2016), 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. Gordon left the project in 2024 due to a scheduling conflict. A new audio design team was hired, but the studio still intended to use the assets that Gordon had previously created. Nathaniel-Jorden Apostol served as composer and audio lead for the remainder of development. == Release ==