The Horror Game That Took Over 13 Years to Make @BoulderPunch
The Horror Game That Took Over 13 Years to Make  @BoulderPunch
Uploaded August 2026 | Updated September 2026, 2 weeks ago
Routine was a game over 13 years in the making. Was it worth it?
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First revealed in August of 2012 after starting development in late 2011, Routine wouldn't release until December 2025. While several hands would work on Routine, the core development team consisted of three individuals of its studio, Lunar Software. Routine would capture the attention of many, before breaking hearts after what looked to be a quiet cancellation in 2017. A self-funded project, Routine didn't meet the expectations of its developers to release. The money ran out. It fell victim to the "vaporware" label. Many looked back on Routine, wondering "what if". Was it even a real game at all?

But reports of Routine's death were greatly exaggerated. Routine would rise like a Phoenix from the ashes with a re-reveal in 2022. A revival worked on since 2020.

So, after all that time, how is Routine as a game? It's a fantastic horror experience. Routine takes many timeless design principles in guiding the player and sucking them into its world. Its minimalim and constraints create a tense, terrifying experience that few horror games match. While stalker enemies in horror games are a bit overplayed these days, Routine offers one of its best. Of all the games I've covered on the channel, Routine is near the top as far as unnerving me.

But of course, with such a long development window, that fact will always hang over Routine. A development story that can be as fascinating to dissect as the game's plot. I can understand if you followed the game since day one if you did feel a bit of a letdown with the final release. Unless Routine was the greatest game ever made, there was bound to be some level of disappointment.

Routine is not the greatest game ever made. It does have flaws. While a great horror experience, it lacks additional modes to entice replay ability. The game could've leaned more into resource management with our main tool. While it had some good puzzles, I was hoping for a bit more on that front.

Still, what matters is the end product, and while not the greatest game ever made, it's one of the better ones in the horror space over the past few years. One that I regret not covering sooner, for I did have plans on doing so.

I did play it earlier this year for about 30 minutes before looking at something else. No real reason why. But there was one game in particular that did get me revisit Routine. That being the overlooked 2001 Korean horror game White Day: A Laybrinytn named School. While doing research on White Day for its video, I came across an article where one of the staff from Lunar Software mentioned it as a major influence on Routine. Being a fan of White Day, I decided to take another look at Routine. And boy, I'm glad I did. And you should as well, if you have not.

00:00 - Prelude
03:53 - Routine Intro
05:11 - Presentation of Routine
10:01 - Gameplay of Routine
15:43 - Major Beats, Highlights, and Plot of Routine
34:00 - Why did Routine Take so Long to Make?
37:48 - How the Industry Changed During Routine's Development
40:54 - In Conclusion of Routine
43:05 - Post Video Q&A

Additional Footage
• Alien: Isolation
• Concord
• Duke Nukem Forever
• Elden Ring
• Five Nights at Freddy's
• Resident Evil 7
• Silent Hill 2 Remake
• Star Citizen
• White Day: A Labyrinth Named School

#routine #boulderpunch #horrorgaming
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The Horror Game That Took Over 13 Years to Make

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