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dkirschner's Routine (PC)
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| [August 25, 2026 08:04:54 PM]
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This game nails the claustrophobic space station genre in terms of atmosphere. It’s in the vein of Dead Space, Observation, Deliver Us the Moon, etc. A good, tense space station mystery. The game looks great and has a visual style meant to effect like a 1970s/1980s analog vibe. It feels very “manual,” if that makes sense. You run around with your scanner tool, find and load modules into the tool, select modules, and use the tool to interact with the environment. You manually switch modules (no pressing “1” to switch). You actually need to bring up the scanner tool, click around to open/close/activate whatever module you need, aim the scanner tool at whatever you need to interact with, and interact. So, when you quickly need to disable a hostile robot, you aren’t going to quickly switch modules and disable it. You go through the whole manual process, and that robot can very well kill you in the meantime. You also manually interact with computer terminals, actually moving an on-screen cursor to click on emails and whatnot, and some other objects too.
The game is split into six chapters, but it feels almost like two similar games. The first half is more Observation—rogue computer system, killer robots, etc. This will feel more standard to players. The second half veers into more alien sci-fi/horror territory, and the gameplay accordingly becomes both more tense and frustrating. Both halves are plagued by shitty stalking/roaming enemies that can be extremely irritating (especially those in the second half). In both halves, you explore a lot, walking around looking for new places to go, looking for a specific place you’ve been (a locked door, a terminal with a keycode), scrutinizing the environment for clues. These two halves are also linked by the narrative, but the story is…forgettable? I mean, it’s weird and kind of interesting and requires some unpacking at the end, but in practice, at least, I wasn’t thinking about it. Like, I found myself focusing on the moment-to-moment tasks of survival and exploration on the base, figuring out where to go, avoiding enemies, trying to solve the puzzles, etc. The story—your goals—get lost in the micro moments of gameplay. You do have to pay a lot of attention to your surroundings, which ties in with the manual/retro 1970s sci-fi horror aesthetic.
As such, the puzzles were often complex, and sometimes the visual retro film grain effect and/or UI design choices complicated exploration and puzzle-solving, too. For example, I looked up the following in walkthroughs:
• How do you use CAT tool’s infrared scanner module? This was counterintuitive. This module is like a little VHS tape. When you load a VHS tape, you put the tape in the compartment and close the compartment. So that’s what I did. The module didn’t work. I messed with everything I could find on the CAT tool. I re-read the manual, messed with the tool again. Nothing. Turns out you DON’T close the compartment. You…leave it open…to activate it.
• Where do you find the dang server elevator? There is an elevator that you can’t open because it requires a higher security clearance than you have at the time. And there is a server room that you solve a series of puzzles to enter. But I couldn’t connect the two. How do I get the elevator to open? I powered it. I opened the server room. I just don’t have the security clearance. Where do I get that? Turns out that the door to the server room leads to a different elevator, whose buttons are f a i n t l y visible on the lefthand side of the room, gray buttons on gray wall. Lots of people had this problem.
• How do you solve the dang bathroom sink code puzzle? This was legitimately tricky. I thought I figured out the code, but it wouldn’t work. Remember, if text is on two sides of a paper, it’s like a mirror! What’s on the left is on the right when you flip it. Lots of people got stuck on this one too.
And these two, I figured out, but saw that a lot of other people had trouble with:
• Where is the first security terminal? I did everything I was supposed to do on the computer and was prompted to scan the security terminal for level 1 access. Couldn’t find the terminal anywhere. I was about to look it up when I…looked up. For some reason, the security terminal was like 10 feet up on the wall.
• How do you unlock the vents? Early in the game, you have to unlock a vent to crawl through it. The vent has a red light indicating that it’s locked. When you unlock it, either the red light goes away or it turns green, the vent slides open, and you can crawl through. All other vents in the game don’t have any lights or locks like that and they don’t automatically slide open, so it’s understandable that players get stuck the next time they have to enter a vent. You actually have to crawl into it, like press W against the vent, and it’s like a flap that opens. Why have two types of vents?
So that’s Routine. It was interesting. Unique aesthetic. Suspenseful. One good jump scare and one cheap one. But could be tedious, counterintuitive, and frustrating. And the story lost me. Overall, I liked it. Took me just shy of 9 hours, plenty of which was spent lurking through hallways and figuring out puzzles and directions, so it’s not too long. If you like a good sci-fi horror game, especially one that feels a little authentic, cerebral, and challenging, you’ll find something to like here, too.
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dkirschner's Routine (PC)
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Current Status: Finished playing
GameLog started on: Monday 17 August, 2026
GameLog closed on: Tuesday 25 August, 2026 |
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