Routine is a first person horror exploration game set on an abandoned Moon base. Your job is to find enough data to uncover the truth behind the strange disappearance of everyone stationed on the Lunar Research Station.
A non linear experience lets you explore any part of the fully open Moon base and find out secrets that other players may not! Be immersed with Full body awareness, Deadzone aiming, no HUD, no health bars or points system... you must run, hide and survive the best you can against what lurks in the base. There are no health packs or multiple lives, in Routine there is a Perma death system that will keep you on the edge!
- Perma Death Principle (like DayZ) - The floppy discs in the trailer are for the CAT gun/scanner - Each color has a different function (frame rate, color, aim en nightvision) - No HUD clutter - CAT has lamp attached - eg you can blind enemies with a flash of light with a certain floppy, but this can also alarm others nearby - 80's atmosphere but in the future (wow..mindfck lol) - Sandbox - non linear progression, each time you play it will be different
How would you describe Routine to someone who’s never seen it before?
Routine is a Sci-Fi Horror game set in a 80′s inspired vision of the future on the Moon! It’s a game about exploring a desolate Moon base while surviving against things that really don’t appreciate your presence. It’s first person game with no HUD and no Health bars! It also features Perma-Death system!
In the trailer the game seems to focus very little on combat is this something that will be reflected in the final game?
You have a tool rather than a straight up weapon, the C.A.T (Cosmonaut Assistance Tool), it runs on batteries that eject if used to much. Using the tool offensively can be potentially get you out of a sticky situation but could also cause more problems than it’s worth.
What the tool does depends on what floppy disks you find! This is where some of the random element comes in, they are software for your tool that directly effects how the it handles.
Many people have claimed that the game looks similar in concept to Dead Space, is this something you would agree with? What makes the two differant?
The only real similarity to Dead Space is that its Sci-Fi Horror! We all personally love Dead Space but our game is far different, while there games concentrate more on combat horror in a linear experience ours is more of an open world survival where you are trying to avoid combat and exploring the base.
Why did you choose to build the game in the Unreal Engine 3?
At the start of Routines life there was just Aaron and myself, neither of us code and Unreal offered fantastic tools that gave us some prototyping freedom using kismet (visual coding). Unreal is a powerful and friendly engine to work with. There is also a huge amount of community support for it if we do have problems, It’s also a really optimised engine that works very well on different spec PC’s
Will the game be free to play model or will it use a more conventional sales model?
We hope to release Routine on Steam so it will have a conventional sale model. We have no current plans for DLC but if we do release any after Routine is finished it will be free!
Is the game planned for Steam, or any other digital download service?
At the moment just steam
Is there ever likely to be a console port of Routine?
We are a really small team with one programmer with no dev kits for console so I’m not sure Pete would be very keen at the moment it’s not something we are currently working towards, we don’t know how things will progress in the future but right now it is just PC and MAC.
How did Lunar Software come into being?
Lunar Software was started by Aaron Foster after leaving his job at Eurocom as a 3D Artist, He really missed being involved with all areas of development and making his own game was something that was always going to happen sooner or later! Jemma then joined the team as a Designer/Artist and from there we were achieving great things, but it just wasn’t enough! we needed one of those programmer wizards! and that’s how we found Pete, he needed art for his almost finished game and we needed code, so we did a skill-set trade and that brought us up to 3! Our final addition to the team was Mick Gordon He handles the Sound and Music side of things, but is also teaching us the wonderful world of PR! He seems to run on a never ending energy source and is also extremely motivational to us all!