1. ROUTINE
  2. News
  3. ROUTINE - AVAILABLE NOW

ROUTINE - AVAILABLE NOW

[p]█ After an incredibly long journey, we would like to officially say that ROUTINE is OUT NOW![/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]We first announced the project 13 years ago as a small team of 3. Now, after 5 years of trying hard to re-build the project with RawFury, it is ready. [/p][p][/p][p]We've shared a timeline below that details the journey we've been on but, through everything, the one thing that has helped us going is you, the players. It is hard to put into words how much we appreciate all the emails, messages, love, and, most of all, the patience you have given us. [/p][p][/p][p]We hope that each and every one of you enjoys ROUTINE and gets immersed, lost, and terrified in the world we have created.[/p][p][/p][p]We love you all.[/p][p][/p][p]• Aaron, Jemma & Pete \[Lunar Software] █[/p][p][/p][h2][dynamiclink][/dynamiclink][/h2][h2]ROUTINE - Journey To Launch [/h2][p][/p][p]■ 2011 - The birth of Lunar Software.[/p][p][/p][p]The development of ROUTINE began over 10 years ago with three core developers who not only shared a flat, but also a dream.[/p][p][/p][p]Lunar Software was formed.[/p][p][/p][p]The first version of ROUTINE was made in Unreal Engine 3, and many of the themes, concepts, and the general design direction from that time still stand today. Development was exciting and fun, and the reception we received only made us more eager to create something truly special.[/p][p][/p][p]However, we had no salary or payment for the work we were doing on ROUTINE. We relied on savings, a part-time job, and help from friends and family.[/p][p][/p][p]We stretched those funds as far as we could, and made it work… for a while.[/p][p]
■ 2016 - The year we went dark.[/p][p]
ROUTINE wasn’t shaping up to meet the expectations people had for it, and with our financial problems at an all time high, combined with unexpected health issues, we truly hit rock bottom.[/p][p][/p][p]Not only were we unable to creatively fix the problems we had with ROUTINE, but we also had to look for freelance work to pay rent and keep the studio alive.[/p][p][/p][p]This period in the Lunar Software timeline was not enjoyable for us at all, but we did what we had to do, to get through it.[/p][p]
[/p][p]■ 2020 - Re-Birth[/p][p]
While working freelance to support ourselves and the company, we also developed a small project, one we hoped could help fund our dream project, ROUTINE.[/p][p][/p][p]It was during the pitching process for that small project that we met our future partner, Raw Fury.[/p][p][/p][p]It quickly became clear that their interest in ROUTINE was strong, and based on our discussions, we knew we had found the perfect partner to bring ROUTINE back to life.[/p][p][/p][p]That year, full production began on the version of ROUTINE you see today. However, 99% of the content had to be created from scratch in Unreal Engine 4, which we later ported to Unreal Engine 5 in 2022, it was a long process, but the joy of creating and loving ROUTINE was truly back.

[/p][p]■ 2025 – One. Final. Step.[/p][p][/p][p]Which brings us to today.[/p][p][/p][p]The core team of three is still here. However, we couldn’t have come this far without not only the support of Raw Fury, but also every developer who poured their heart and soul into the audio, animations, art, writing, and code for ROUTINE. The support we received this time around helped us create the dream project we had always wanted to make.[/p][p]

[/p]