Saros: housemarque heeds returnal's lessons with generous new features
Housemarque's upcoming PlayStation 5 exclusive, Saros, arrives April 30th, and it’s aiming to address a significant criticism leveled at its predecessor, Returnal: a lack of save flexibility. The roguelike shooter, starring Rahul Kohli as Arjun Devraj, is packing a suite of new features designed to ease the difficulty and allow players to progress further than many were able to in Returnal.
A response to player feedback
The studio acknowledges the frustration many felt with Returnal’s unforgiving structure, which demanded lengthy, uninterrupted runs. “I think the lesson we learned from Returnal was that people really loved what we created, and we were on the right track,” explains Saros’ creative director, Gregory Louden. But the team heard the call for more player agency. The design team’s response isn’t a dilution of the core challenge—Saros remains a demanding experience—but rather an offering of tools to mitigate the intensity.
Crucially, players can now abandon a run and resume later, a feature conspicuously absent in Returnal. This fundamental change addresses a major barrier to entry for many. Beyond that, Saros introduces permanent upgrades, second-chance revive mechanics, and something the developers are calling “Carcosan Modifiers.” These togglable options allow players to fine-tune the challenge, decreasing or increasing the alien world’s hostility to suit their playstyle. Think of it as a difficulty slider, cleverly integrated into the roguelike’s DNA.

Designed for frequent cadence and multiple saves
The game’s structure further supports this newfound accessibility. Each run is designed to last roughly 30 minutes, a sweet spot according to associate design director Mitja Roskaric, who notes that shorter runs facilitate “a frequent cadence” of learning and progression. He elaborates, “Even if it’s not the resource that they will use to level up, maybe it is a lesson from that run.” Moreover, Saros allows for multiple save slots, a welcome change from Returnal’s single-save system. “With Returnal, I always had to clear my saves to start over,” Roskaric admits. “Now we have a couple of them available from the get-go, so I can have multiple runs of the game at the same time.”
Saros isn't just about easing the difficulty; it’s about designing an experience that respects players' time and lives. The studio's willingness to adapt and incorporate feedback signals a commitment to creating a more welcoming, yet still challenging, roguelike shooter. The changes suggest a genuine effort to broaden the appeal of Housemarque’s signature blend of frantic action and intricate design.
Will you risk the alien world?
Saros's arrival on PlayStation 5 promises a fresh take on the roguelike formula, balancing difficulty with accessibility. The studio learned from the past, and now it's delivering a game that's both punishing and rewarding, inviting players to dive in and confront the mysteries of the alien world – even if just for a half-hour burst.