ROUTINE is an indie horror game ten years in the making – Developer Interview – IGN First

CATs, also known as Astronaut Aids, are the primary way players interact with the world around them. A boxy, retro-looking multi-tool, you pick up this handy item early on and it continues to evolve over time as you find new mods for it. This was a major focus of the redo after restarting production of the game, and Aaron’s eyes lit up when he talked about it.

“We didn't want to make a bunch of modules, so we decided to make each module serve multiple purposes. For example, the ultraview module is a blacklight and a flashlight, so while the other one can help you protect yourself, it doesn't have a flashlight, so there's more than one reason to have one on hand at all times,” he told me.

“CAT can do some cool things like let you connect to a terminal, so it’s kind of like your phone, your video camera, your flashlight — a multi-purpose tool.”

“It also does some cool things like let you connect to a terminal, so it's kind of like your phone, your camera, your flashlight – a multi-purpose tool,” Jemma added.

“There's more to the module than meets the eye, though. There's another one later in the game. It may or may not help you protect yourself,” Aaron said with a laugh.

Beyond CAT, there are more changes, including a renewed focus on scenes taking place on the moon. The moon was an obsession for Aaron and the focus he wanted. Before development was put on hold, they were increasingly building indoor environments so that players would never forget they were on the moon – a state of affairs the team deemed unacceptable. Having played the demo recently, the moon is almost everywhere, especially early on, when they take every opportunity to shove its desolate landscape in your face.

“The narrative was a big change as well. We felt that our previous stuff took away from the moon setting, so we wanted to refocus on that,” Aaron explains. “I've always been fascinated by the moon. I think it looks very wild, mysterious and a little creepy.”

Speaking of creepy, as you explore the space station you're never far away from the game's main threat – the Type-5 robots, which attack you on sight and cannot be dealt with using force. These heavy metal monsters look like Terminators, are incredibly eye-catching, and make the most shocking sounds when they're nearby.

“The AI ​​has also been reworked. In fact, you might not notice this, but Type-5 Droids can only be active one at a time. This was once changed for reasons related to the narrative.”

I admit, I didn't notice this, and I actually spent a few minutes dodging the robot, unaware that it had been deactivated and couldn't see me. Aaron and Gemma thought this was hilarious.

“Yeah, there's usually a moment in some playtesting where they'll notice the robot just standing there, looking out, and going 'Oh, he's powered off,' and then you can walk up to them and they don't notice you at all,” Aaron said. “Don't be there when they come back!”

When asked about the design behind these terrifying monsters, Aaron explained that there's a perfectly reasonable explanation for why someone built them to look like nightmares, and how they exist in the same universe as the tiny, boxy assist robots you'll find running around the same space station.

“Type 5s are actually riot robots from Earth, so they look scary and kind of scary. IC robots are meant to be helpful, so they look cute.”

When asked how Routine stands out in 2025 amid the wave of absolutely fantastic games we've enjoyed, Aaron talked about the idea of ​​letting players learn on their own – something that's uncommon in an era where game characters explain puzzle solutions to you seconds after you encounter them.

“It's just a very different experience. We're not holding your hand and asking players to figure things out, and there's not a lot of that right now.”

As someone who spent about 20 minutes racking my brain on a puzzle during the demo, I can attest that this is indeed true.

Before I ended my call with the team, I stopped to ask them what advice they had for indie developers working on their first games years ago. Allen only thought for a second or two before giving the answer.

“One of the most important things is to focus on the things you care about, no matter how big or small. If you care about it, you can get it done. We knew we wanted to finish this game, and we did. It took a while, but we all care about it, and here we are.”



Source link

LEAVE A REPLY

Your email address will not be published.

Tyrone’s Unblocked Games – Play Free Browser Games Instantly
Privacy Overview

This website uses cookies so that we can provide you with the best user experience possible. Cookie information is stored in your browser and performs functions such as recognising you when you return to our website and helping our team to understand which sections of the website you find most interesting and useful.