Saros (2026)

Housemarque

PlayStation 5

4.13 from 38 ratings

107 members have it in their collection · 14 playing now · 30 backlogged · 109 wish listed

How long? Main story 17h · with extras 22h · 100% 43h (from 4 logged playthroughs)

Saros is an action game developed by Housemarque and published by Sony Interactive Entertainment. Players control Arjun Devraj, a Soltari Enforcer investigating a lost off-world colony on Carcosa. The game features fast-paced third-person combat, boss encounters, and progression across repeated attempts.
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Release dates

  • Apr 28, 2026 (Advanced Access) (Worldwide) PlayStation 5
  • Apr 30, 2026 (Full Release) (Worldwide) PlayStation 5

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Rating distribution

5 stars
8
4 stars
27
3 stars
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2 stars
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Community All Reviews Statuses

Dollerz

Review Dollerz 5/5 · Jun 17, 2026

I've been a fan of Housemarque ever since I played Outland. Bullet hell style gameplay appeals to me - I'm not very good at video games in general but for some reason navigating through an impossible amount of enemy fire is always something I gravitate towards. Ikaruga is one of my all-time favorites and that has a mechanic where you …

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I've been a fan of Housemarque ever since I played Outland. Bullet hell style gameplay appeals to me - I'm not very good at video games in general but for some reason navigating through an impossible amount of enemy fire is always something I gravitate towards. Ikaruga is one of my all-time favorites and that has a mechanic where you absorb specific colored bullets while other colors will kill you.

I guess it's no surprise I loved Saros for this reason (and many others). I'll get the not-so-good out of the way.

The game demands quite a bit of learning, moreso than I would have thought for an action roguelike. What particular attributes/stats do aren't always clear, icons aren't the most obvious and some pretty basic mechanics were undiscovered, or forgotten, by me. It didn't necessarily detract from my enjoyment but I definitely should have watched a few "tips videos" earlier in my experience rather than 15 hours in.

While I loved the lore and world building, the audio and text logs got a bit repetitive. Yes, I know the planet is making people do and say crazy things, I don't need THIS many examples of telling me.

Pistols and shotguns are borderline useless, at least they were for me. I hated fighting with those and quickly ignored any instances of them. Ditto the weird particle/streaming super powered thingy.

That's about it. There are so many highlights to gush about.

Visuals and sound design are amazing. This truly looks and feels like a next-gen game. Every biome is weird, intimidating, gross and interesting to explore. The sparkly drops, the monster design, the particle effects are all insanely well done.

Controls are incredible. Zipping around with newly gained traversal abilities never got old and I always felt perfectly in control.

The action is the ultimate highlight of Saros and it is extremely good, it felt like a third person doom at times. The final area is a massive test of reflexes and strategy and once I overcame it, I was gasping for breath and jumping for joy. Terrific mix of frantic movement, shooting and other abilities. Fighting with the Rifles, Crossbows and Chakrams had me grinning like an idiot.

I liked how they incorporated the rougelike style of gameplay into the story. Haven't seen that done much before.

Took me longer than most (22 hours) but I relished every minute and am tempted to go for the Platinum trophy which is pretty rare. Excellent!

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BMO

Status BMO Jun 17, 2026

Having complete the second ending I think I’m done with Saros for now. I can certainly see myself returning at a later date, but I had a thoroughly good time with this play-through and am happy that Saros stands distinct enough from Returnal to provide a host of different pleasures while still maintaining Housemarque’s signature arcade design.

BMO

Status BMO Jun 16, 2026

Defeated King yesterday afternoon and completed what I think is the "bad" ending. Running through some epilogue quests right now and I'm assuming I'll need to fight King again. I might jack up the difficulty this time because even without Second Chance for that fight, I didn't find it challenging enough. I don't know what it is but I'd say …

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Defeated King yesterday afternoon and completed what I think is the "bad" ending. Running through some epilogue quests right now and I'm assuming I'll need to fight King again. I might jack up the difficulty this time because even without Second Chance for that fight, I didn't find it challenging enough. I don't know what it is but I'd say that the only fight that actually made me struggle for a win was Architect, and perhaps that's because a bunch of the mainline weapons felt quite useless in the face of its encounter patterns.

I don't think I'm going to hunt 100% completion because there are a few challenges that aren't really calling to me, and I think I'll put the game down after I finish the section I'm working on now.

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BMO

Status BMO Jun 15, 2026

I've arrived at the point where I'm no longer progressing the story, and instead doing really fun silly things like a single run of every biome without second chances, difficulty jacked up and sticking with a single starter weapon to see how far I can get. So far I've made it through every biome up to Cathedral, which I'm …

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I've arrived at the point where I'm no longer progressing the story, and instead doing really fun silly things like a single run of every biome without second chances, difficulty jacked up and sticking with a single starter weapon to see how far I can get. So far I've made it through every biome up to Cathedral, which I'm working on now. I've also competed every nightmare strand on this single run, which has been fun.

Suffice to say, I'm having a good time.

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BMO

Status BMO Jun 14, 2026

Priestess is another fight that went down in one try, straight off my win against Shepard. Shepard was a really fun fight, one I thought was actually over before the fourth phase started and my partner laughed when I was audibly surprised and said “ooop, I guess theres more” after making the mistake of relaxing too soon. Priestess might …

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Priestess is another fight that went down in one try, straight off my win against Shepard. Shepard was a really fun fight, one I thought was actually over before the fourth phase started and my partner laughed when I was audibly surprised and said “ooop, I guess theres more” after making the mistake of relaxing too soon. Priestess might be my favourite fight in terms of mechanical ideas, dance and spectacle, but I do think it was a tad too easy. I didn’t even need my second chance. But maybe that’s a testament to how well the game has prepared me to anticipate every new dance move. I’m going to run Priestess again with several of the Carcosan Trial modifiers activated to add a bit more challenge.

I did also get through a couple phases of King, but I didn’t go in with the greatest of health because I kind of messed up on the final Solar Cage of the Yellow Shore.

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BMO

Status BMO Jun 9, 2026

After beating Rhabdom, and running The Blighted Marsh a couple times (and being sent back to the Passage for some conversations) to get the key I needed to progress, I beat Legion on the first try and then made it all the way to The Architect on a single run. And now that bastard has smacked me down more …

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After beating Rhabdom, and running The Blighted Marsh a couple times (and being sent back to the Passage for some conversations) to get the key I needed to progress, I beat Legion on the first try and then made it all the way to The Architect on a single run. And now that bastard has smacked me down more times than I'd like to count. I've finally made it to phase three, but it really took me a while to learn this particular dance for some reason. I can weave in and around a lot of chaos in this game, but my concussion brain had a hard time calculating space when The Architect was throwing down multiple types of coloured orbs to avoid (or absorb/deflect).

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BMO

Status BMO Jun 7, 2026

Five rooms in a row, five solar cages in a row. I didn’t think that was possible.

SIGINT

Review SIGINT 4/5 · Jun 2, 2026

Housemarque successfully gets me to plug the PS5 back in

Housemarque's Returnal had a lot of cool stuff going for it but was punishing enough that it ultimately turned me off before I completed it. Saros finds the team working from a very similar foundation but as more of a roguelite with extra allowances to make the experience more customizable within defined parameters for those who want it easier (or …

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Housemarque's Returnal had a lot of cool stuff going for it but was punishing enough that it ultimately turned me off before I completed it. Saros finds the team working from a very similar foundation but as more of a roguelite with extra allowances to make the experience more customizable within defined parameters for those who want it easier (or harder). But this is not an easy game, still full of enemy and encounter designs demanding careful movement and prioritization, lots of risk-reward decisions and tradeoffs, and a big toolkit whose inputs took me some time to be able to juggle properly when under fire. I think it would be totally fair for fans of Returnal to not like the things this does differently, but I expect most will appreciate its core action and atmosphere.

Gameplay features both some fun movement and defensive options as well as a varied arsenal of impactful-feeling weapons. My favorite is the hand-cannon type, whose booming feel mixed with the game's timed "active reload" gives combat a satisfying rhythm. But often the right tool for the job changed thanks to the variation in the kinds of threats you can run into, with some easy-to-use auto-targeting weapons struggling against foes that have precise weak points or a powerful shotgun making me feel hopeless against certain chaotic encounters. The best moments of the gameplay were often those chaotic ones, either big bosses/minibosses that throw tons of stuff at you to keep you using the environment and all options at your disposal or encounters combining a lot of small threats in a way that really tests your ability to prioritize and weave through the mess. I like how different kinds of attack patterns will demand different things, some making you hesitate a bit before you move or maybe even want to run forward, others meant to be actively absorbed with the shield to recharge yourself, etc. When in the game's equivalent of a harder "dark world", some bullets will actually degrade your max health until you in turn use your power weapon, another nice feedback loop like the shield's bullet absorption encouraging usage of the whole kit. Parrying feels like the game's least necessary mechanic, along with melee being used for anything besides shield-busting, but both do feel good in certain big moments.

The more broadly "friendly" design compared to Returnal comes from a very large skill tree, fast travel points for each level, and a big set of gameplay modifiers that let you customize aspects of the difficulty and design. These modifiers, which include things like decreased enemy damage or easier active reload timing, are unlocked either after the second boss or in specific conditions where the player is determined to be struggling early on. It's a nice approach to make sure the player gets a taste of the baseline experience of what it feels like to slowly improve and level up before they start tinkering with options, while not totally locking out people who have little hope of beating that second boss on their own. Additionally, the modifiers are constrained by default to make you balance out assists with choices in the other direction (though this can be disabled to an extent in Settings if you’ve had enough). In practice this results in what are effectively difficulty options fine-tuned to the player's preference but which still feel intentionally designed and approved, allowing for example de-emphasis of the upgrade system in favor of easier default gameplay, even if some of the balancing of it feels a little odd. I got kinda tired of the skill tree around halfway through the game, wish it were more focused and interesting instead of being filled with so many marginal upgrades, but I suppose it gets the job done for the kind of intentional failure grind they were going for.

After an intro sequence with some very punchy quick editing, the game had me excited for what seemed like a really cool tone and mystery in its story. Unfortunately, while it does show some promise and cool ideas at times particularly in its visual storytelling, the actual screenplay struggles with a number of scenes feeling individually bland or otherwise unsuccessful and with some unnecessarily explanatory in-mission dialogue. It just doesn’t really put together any memorable characters or make me care about any of its drama among the crew or most of its audio/text log stuff that you find. I even wished for a silent protagonist at times later on. What it does nail a lot of the time at least is the art direction, highlighted by the world itself which has a cool solar eclipse motif and balances variation and cohesion pretty well in its mix of harsh nature, cold interiors, and enormous architecture. I particularly liked the levels that felt a bit more like "dungeons", especially the 5th area which also has a visually outstanding boss fight and a cool-looking new movement option. I can't say I'll remember many enemy designs, but it's more about the clarity of the kinds of attacks that they send your way, nicely color- and shape-coded to prioritize playability and with increasingly cool and complex patterns as you near the end.

While it could be better in various areas, this new take on Housemarque's AAA third-person shooter formula definitely did land better for me personally than their prior game, while feeling about as fun as their great Nex Machina but with the way better aesthetics they have nowadays. I had kinda had enough of the challenge and grind at some point in the final third, but still had fun through most of my playthrough. I would easily recommend this to people who found Returnal a bit much or who never got around to trying it out but are up for a challenging, big-budget roguelite experience.

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BMO

Status BMO May 30, 2026

Housemarque is very good at making in-game death feel like motivation rather than defeat. Even death in From Soft games occasionally feels overwhelming, which is arguably thematically appropriate for their games. But despite the fact that games like Returnal and Saros are hard and require progress through death, their arcade DNA makes for games that ramp you up and push …

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Housemarque is very good at making in-game death feel like motivation rather than defeat. Even death in From Soft games occasionally feels overwhelming, which is arguably thematically appropriate for their games. But despite the fact that games like Returnal and Saros are hard and require progress through death, their arcade DNA makes for games that ramp you up and push you forward rather than beat you down. You want to keep pumping quarters into that symbolic arcade machine to see if you can get one more exhilarating rush towards inevitable death and rebirth. It’s probably why I keep doing Nightmare Strands when I don’t need their rewards and could easily just skip direct to the rest of the level. I want to push myself towards the risk each time, because that in-game death just makes me want more.

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Hacksaw

Review Hacksaw 3/5 · May 5, 2026

Saros: A Lesser Loop

Somewhere around the eighth hour of Saros, I caught myself thinking about Selene's house. Not the gunplay I was in the middle of, not the corridor I was clearing, not the boss I was preparing to face, but the house: the small, unbearable house in Returnal that intruded on the alien planet without warning, in first person, all carpeted hush …

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Somewhere around the eighth hour of Saros, I caught myself thinking about Selene's house. Not the gunplay I was in the middle of, not the corridor I was clearing, not the boss I was preparing to face, but the house: the small, unbearable house in Returnal that intruded on the alien planet without warning, in first person, all carpeted hush and refrigerator hum, and which by some uncanny act of design felt more dangerous than anything Atropos could throw at me. That, I realized, was the problem. I was eight hours into the new game and my mind had gone looking for the old one. Saros is a competent, occasionally striking game. Returnal is a masterpiece. To play them in sequence is to understand, with uncomfortable clarity, how thin the membrane is between the two.

Returnal's biomes are labyrinths in the original sense of the word: winding, vertical, layered, and filled to the brim with hidden passages that double back on themselves like recursions of a bad dream. Their compression is the point. Every chamber bukcles into the next, every corridor implies a room you haven't checked out yet. Exploring Atropos is the same as feeling the architecture conspiring flawlessly with the narrative, the way the leve itself becomes a metaphor for Selene's psyche, one dominated by claustrophobia, recursion, and a refusal to release oneself.

Saros, by contrast, sprawls. Man, it just sprawls. Its environments are wider and flatter and arrive sooner at their own limits. I'll clarify here that the first hour is legitimately impressive. Whatever the design intent, though, the practical effect is sameness, a quality that feels damning in a roguelite/like, where the engine of replay is the promise that the next run will reeveal what the last one obscured. Returnal kept that promise for fifty hours and more, but Saros broke it way sooner for me.

I've noticed in a lot of offerings in art in the last ten years that there's a color discipline that mistakes restraint for sophistication. I had my suspicions when the game was revealed, and they were confirmed when I played it: Saros has fallen into that mistake. Its palette of grey upon grey, accented by the currently ubiquitous orange of the prestige television color grade, comes off as moody and considered at first. By the fourth hour, it just feels insufferably monotonous to me. My eye ached for something, anything, resembling the lush, saturated, and sometimes obscene beauty of Returnal's biomes. Give me something that isn't so far removed from the bioluminescent blues of the Overgrown Ruins, the puncturing reds of the Crimson Wastes, or the wet dripping fungal cathedral that is the Abyssal Scar. Returnal wasn't afraid of color, it wasn't afraid of texture, and it sure as hell wasn't afraid of strangeness. Saros almost feels embarrassed of itself in this respect, and is a particularly strong demonstration of sequels that pull back reflexively and play it safe rather than doubling down on what made the original so singular.

Story is one of the deepest differences I can point to when comparing and contrasting these two. It also, I feel, explains all the other differences. You see, I think of Returnal as a brilliantly engineered video game that decided after the fact to put on the clothing of an A24 sci-fi horror film, and wore it to perfection. The aesthetic here was in service of the game. The fragmentary cutscenes, the suburban house intrusions, the ghostly astronuat, and the looping signal were all draped beautifully over a structure that was as its a core a roguelite third person shooter of exceptional rigor. The clothes simply flattered the body underneath.

Not so with Saros, though. The relationship is inverted. It feels like an A24 film that someone has inserted into a video game. The aesthetic is no longer in service of the game; it's the game that is now in service of the aesthetic. Mechanics thus yield to mood, friction is sanded away on the chance that it might disturb the tone, and the result is a work that takes itself with a seriousness that I can't help but feel it hasn't earned. It's a game so committed to its own atmosphere that it forgets the atmosphere is supposed to be the second thing you notice rather than the first.

Sonically and musically, they're much closer in register. Saros's score is higly competent and has some really haunting vibes. The level music breathes really well and it knows when to recede and when to press. But still, after about 60 hours, I can't summon any particular melody from it. Nothing has, ya know, lodged. Nothing follows me into the kitchen or to the laundry room or wherever. But Returnal's boss themes are another category entirely. These aren't no stinkin' background tracks. They're downright antagonists. Think of the choral architecture of Ixion, the shrieking strings of Nemesis, and then, of course, the ascent of the Echoing Ruins: that haunted, climbing rendition of "Don't Fear the Reaper" that swells in volume and complication with every floor, until, by the time you face Hyperion, the song isn't simply playing in the background but is somehow the very fight itself. Saros doesn't have anything to compete with this.

Let's talk about bosses next. I defeated every boss in Saros on the first attempt, and I played without modifiers. I should clarify this isn't a flex so much as it is a complaint. A roguelite boss that falls on the first try hasn't done its job. Its job is to fuck my shit up and teach me its very own mechanics, and to teach by failure, to make me return to it not as a conqueror, but as a student, and to keep me coming back until the patterns stop being patterns and start being instinct. Saros's bosses are commendable iterations of ideas the first game introduced, but they feel as though they've been declawed on the way over.

Returnal's bosses possess a musicality, a coherent rhythm of attack and pause and tell, demanding attention and dexterity, demanding that you read the encounter as you would read a difficult sentence: parse that shit, dude. Parse it again and again until you got it. Saros is bullet hell, sure, and it's plenty challenging in the abstract. But challenge, as Returnal showed, isn't the same as resistance. The bosses in Saros don't resist you so much as tolerate, and you finish each one with the sense that you haven't really been tested so much as timed.

But what's a shooter without guns? Returnal's arsenal was a love letter. Each weapon is a personality. Each weapon, the more you use it, opens upward into successive traits, tiers of capability that the game gave you only in exchange for your sustained attention. The grind isn't character progression like in Saros: it's intimacy. You aren't leveling up Selene; you're leveling up the Hollowseeker or the Pylon Driver, or whatever gun you preferred. Saros's weapons are fewer, less expressive, and perhaps most damningly, they shoot for you. The auto-aim is so generous with the majority of the weapons that the combat feels more like procedure after a while than a performance. Saros then becomes a game you can passively play while listening to podcasts, rather than the edge-of-seat palms sweaty mom's spaghetti endeavor Returnal gives you. Don't get me wrong: Returnal has some auto-aim mechanics too, but they're far less... prominent and ubiquitous than in Saros. You point in the general direction of the enemy and the game does the rest for the most part. There are variants of guns to find, but there's no upward path through any single one of them: the weapon you pick up is always the weapon it's going to be.

But the thing that makes Returnal so overwhelmingly superior to me is the risk and reward systems. These are the most addictive quality of the game, the thing that made every run feel electric and irreplaceable: the constant vibrating negotation between greed and prudence. The malignant items that might very well gift you a relic or curse you with a malfunction, or the malfunctions themselves, which force you to choose between a known cost and an uncertain cure, or the consumables you had to actually consume, knowing you wouldn't get them back... the singularity of every run: THIS configuration of weapons and parasites and luck which would never exist again, which death would erase utterly.

Saros has either removed or diluted nearly all of this. This time around, death isn't erasure; death is a deposit. You keep the gun you picked up, and the materials you accumulate persist, and you spend them between runs to fortify your character, so that the next attempt begins not at zero, but at zero plus everything you have saved up. I understand why this design choice exists. I understand the audience it courts. For me, however, the cost is too high, the cost being the pulse of the game itself. Returnal required a marriage of skill and luck. It was an uneasy marriage, sure, but that uneasiness was the point. Saros requires, as far as I can tell, neither; it requires only patience.

It's not that Saros is too easy. It's plenty hard. But its difficulty feels divorced from what made Returnal's difficulty so alluring to rise up and face. Returnal was difficult the way, say, a storm is difficult: it's indifferent, it's unrepeatable, and it requires you to meet it on its own terms in the moment it has arrived. Saros is difficult in the way a long hallway is difficult. You'll get to the end of it. The only question is when.

I don't begrudge Saros for its choices. They're easily defendable and some of them are acclaimed by many players, and there are players for whom the persistent progression and the forgiving aim and the muted palette aren't concessions so much as generosities, and I'm not trying to argue any of those players out of their pleasure. But Returnal was a singular kind of miracle, the kind of thing that happens when a studio at the height of its powers makes a game that doesn't flinch one fucking bit, and the chief disappointment of Saros is that, asked to follow such a thing, it has flinched. The clothes still fit but the body underneath has gone soft.

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Hacksaw

Status Hacksaw May 5, 2026

Returnal vs. Saros

Somewhere around the eighth hour of Saros, I caught myself thinking about Selene's house. Not the gunplay I was in the middle of, not the corridor I was clearing, not the boss I was preparing to face, but the house: the small, unbearable house in Returnal that intruded on the alien planet without warning, in first …

Read more

Returnal vs. Saros

Somewhere around the eighth hour of Saros, I caught myself thinking about Selene's house. Not the gunplay I was in the middle of, not the corridor I was clearing, not the boss I was preparing to face, but the house: the small, unbearable house in Returnal that intruded on the alien planet without warning, in first person, all carpeted hush and refrigerator hum, and which by some uncanny act of design felt more dangerous than anything Atropos could throw at me. That, I realized, was the problem. I was eight hours into the new game and my mind had gone looking for the old one. Saros is a competent, occasionally striking game. Returnal is a masterpiece. To play them in sequence is to understand, with uncomfortable clarity, how thin the membrane is between the two.

Returnal's biomes are labyrinths in the original sense of the word: winding, vertical, layered, and filled to the brim with hidden passages that double back on themselves like recursions of a bad dream. Their compression is the point. Every chamber bukcles into the next, every corridor implies a room you haven't checked out yet. Exploring Atropos is the same as feeling the architecture conspiring flawlessly with the narrative, the way the leve itself becomes a metaphor for Selene's psyche, one dominated by claustrophobia, recursion, and a refusal to release oneself.

Saros, by contrast, sprawls. Man, it just sprawls. Its environments are wider and flatter and arrive sooner at their own limits. I'll clarify here that the first hour is legitimately impressive. Whatever the design intent, though, the practical effect is sameness, a quality that feels damning in a roguelite/like, where the engine of replay is the promise that the next run will reeveal what the last one obscured. Returnal kept that promise for fifty hours and more, but Saros broke it way sooner for me.

I've noticed in a lot of offerings in art in the last ten years that there's a color discipline that mistakes restraint for sophistication. I had my suspicions when the game was revealed, and they were confirmed when I played it: Saros has fallen into that mistake. Its palette of grey upon grey, accented by the currently ubiquitous orange of the prestige television color grade, comes off as moody and considered at first. By the fourth hour, it just feels insufferably monotonous to me. My eye ached for something, anything, resembling the lush, saturated, and sometimes obscene beauty of Returnal's biomes. Give me something that isn't so far removed from the bioluminescent blues of the Overgrown Ruins, the puncturing reds of the Crimson Wastes, or the wet dripping fungal cathedral that is the Abyssal Scar. Returnal wasn't afraid of color, it wasn't afraid of texture, and it sure as hell wasn't afraid of strangeness. Saros almost feels embarrassed of itself in this respect, and is a particularly strong demonstration of sequels that pull back reflexively and play it safe rather than doubling down on what made the original so singular.

Story is one of the deepest differences I can point to when comparing and contrasting these two. It also, I feel, explains all the other differences. You see, I think of Returnal as a brilliantly engineered video game that decided after the fact to put on the clothing of an A24 sci-fi horror film, and wore it to perfection. The aesthetic here was in service of the game. The fragmentary cutscenes, the suburban house intrusions, the ghostly astronuat, and the looping signal were all draped beautifully over a structure that was as its a core a roguelite third person shooter of exceptional rigor. The clothes simply flattered the body underneath.

Not so with Saros, though. The relationship is inverted. It feels like an A24 film that someone has inserted into a video game. The aesthetic is no longer in service of the game; it's the game that is now in service of the aesthetic. Mechanics thus yield to mood, friction is sanded away on the chance that it might disturb the tone, and the result is a work that takes itself with a seriousness that I can't help but feel it hasn't earned. It's a game so committed to its own atmosphere that it forgets the atmosphere is supposed to be the second thing you notice rather than the first.

Sonically and musically, they're much closer in register. Saros's score is higly competent and has some really haunting vibes. The level music breathes really well and it knows when to recede and when to press. But still, after about 60 hours, I can't summon any particular melody from it. Nothing has, ya know, lodged. Nothing follows me into the kitchen or to the laundry room or wherever. But Returnal's boss themes are another category entirely. These aren't no stinkin' background tracks. They're downright antagonists. Think of the choral architecture of Ixion, the shrieking strings of Nemesis, and then, of course, the ascent of the Echoing Ruins: that haunted, climbing rendition of "Don't Fear the Reaper" that swells in volume and complication with every floor, until, by the time you face Hyperion, the song isn't simply playing in the background but is somehow the very fight itself. Saros doesn't have anything to compete with this.

Let's talk about bosses next. I defeated every boss in Saros on the first attempt, and I played without modifiers. I should clarify this isn't a flex so much as it is a complaint. A roguelite boss that falls on the first try hasn't done its job. Its job is to fuck my shit up and teach me its very own mechanics, and to teach by failure, to make me return to it not as a conqueror, but as a student, and to keep me coming back until the patterns stop being patterns and start being instinct. Saros's bosses are commendable iterations of ideas the first game introduced, but they feel as though they've been declawed on the way over.

Returnal's bosses possess a musicality, a coherent rhythm of attack and pause and tell, demanding attention and dexterity, demanding that you read the encounter as you would read a difficult sentence: parse that shit, dude. Parse it again and again until you got it. Saros is bullet hell, sure, and it's plenty challenging in the abstract. But challenge, as Returnal showed, isn't the same as resistance. The bosses in Saros don't resist you so much as tolerate, and you finish each one with the sense that you haven't really been tested so much as timed.

But what's a shooter without guns? Returnal's arsenal was a love letter. Each weapon is a personality. Each weapon, the more you use it, opens upward into successive traits, tiers of capability that the game gave you only in exchange for your sustained attention. The grind isn't character progression like in Saros: it's intimacy. You aren't leveling up Selene; you're leveling up the Hollowseeker or the Pylon Driver, or whatever gun you preferred. Saros's weapons are fewer, less expressive, and perhaps most damningly, they shoot for you. The auto-aim is so generous with the majority of the weapons that the combat feels more like procedure after a while than a performance. Saros then becomes a game you can passively play while listening to podcasts, rather than the edge-of-seat palms sweaty mom's spaghetti endeavor Returnal gives you. Don't get me wrong: Returnal has some auto-aim mechanics too, but they're far less... prominent and ubiquitous than in Saros. You point in the general direction of the enemy and the game does the rest for the most part. There are variants of guns to find, but there's no upward path through any single one of them: the weapon you pick up is always the weapon it's going to be.

But the thing that makes Returnal so overwhelmingly superior to me is the risk and reward systems. These are the most addictive quality of the game, the thing that made every run feel electric and irreplaceable: the constant vibrating negotation between greed and prudence. The malignant items that might very well gift you a relic or curse you with a malfunction, or the malfunctions themselves, which force you to choose between a known cost and an uncertain cure, or the consumables you had to actually consume, knowing you wouldn't get them back... the singularity of every run: THIS configuration of weapons and parasites and luck which would never exist again, which death would erase utterly.

Saros has either removed or diluted nearly all of this. This time around, death isn't erasure; death is a deposit. You keep the gun you picked up, and the materials you accumulate persist, and you spend them between runs to fortify your character, so that the next attempt begins not at zero, but at zero plus everything you have saved up. I understand why this design choice exists. I understand the audience it courts. For me, however, the cost is too high, the cost being the pulse of the game itself. Returnal required a marriage of skill and luck. It was an uneasy marriage, sure, but that uneasiness was the point. Saros requires, as far as I can tell, neither; it requires only patience.

It's not that Saros is too easy. It's plenty hard. But its difficulty feels divorced from what made Returnal's difficulty so alluring to rise up and face. Returnal was difficult the way, say, a storm is difficult: it's indifferent, it's unrepeatable, and it requires you to meet it on its own terms in the moment it has arrived. Saros is difficult in the way a long hallway is difficult. You'll get to the end of it. The only question is when.

I don't begrudge Saros for its choices. They're easily defendable and some of them are acclaimed by many players, and there are players for whom the persistent progression and the forgiving aim and the muted palette aren't concessions so much as generosities, and I'm not trying to argue any of those players out of their pleasure. But Returnal was a singular kind of miracle, the kind of thing that happens when a studio at the height of its powers makes a game that doesn't flinch one fucking bit, and the chief disappointment of Saros is that, asked to follow such a thing, it has flinched. The clothes still fit but the body underneath has gone soft.

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DucksOnQuack

Status DucksOnQuack May 1, 2026

You can't mantain momentum by bunny hopping after grappling. I loved that mechanic in Returnal as it required precision and timing to keep that speed going. Maybe I don't get the full picture of why Housemarque changed it here in Saros yet. Part of me thinks it is to deviate a bit from Returnal, but what will it compensate for?

BMO

Status BMO May 1, 2026

Saros good! Movement delightful! Challenge excellent! Bullet Hell heavenly! Rahul Kohli hot!

BMO

Status BMO Apr 30, 2026

My copy is on its way which may be my one PS5 game of 2026 since that's my trend lately. Well trending toward that anyway. Final Fantasy VII Rebirth and Astro Bot for two games in 2024, then down to single games with Silent Hill f in 2025, and Saros in 2026.

BMO

Status BMO Apr 25, 2026

800+ comments on the IGN review all because IGN dared to call Saros good and fine it a 7. People need to learn to be normal about reviews.

Sir_Laguna

Review Sir_Laguna 4/5 · Apr 24, 2026

Pretty yellow

Saros will not only satisfy Returnal fans, but also has the potential to attract a new audience with its intense combat system and wonderful cosmic horror setting. We just hope that the difficulty spikes, how overwhelming it can be at times, and some narrative issues don't scare off some players too much.

Read my full review in spanish here.

enter image description here

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Saros will not only satisfy Returnal fans, but also has the potential to attract a new audience with its intense combat system and wonderful cosmic horror setting. We just hope that the difficulty spikes, how overwhelming it can be at times, and some narrative issues don't scare off some players too much.

Read my full review in spanish here.

enter image description here

Read less