Housemarque’s final recreation, 2021’s Returnal, begins with protagonist Selene Vassos waking up alone on an alien planet. She takes her first steps into the unknown and finds her personal corpse, a discovery accompanied by the startling realization that she’s caught in a cycle–on planet Atropos, the finality of demise has been changed with the inevitability of a brand new starting.
Housemarque’s latest recreation, 2026’s Saros, begins with protagonist Arjun Devraj waking up alone on an alien planet. He takes his first steps into the unknown and is killed. A number of seconds later, he involves the startling realization that he is caught in a cycle–on planet Carcosa, the finality of demise has been changed with the inevitability of a brand new starting.
Saros is a recreation constructed atop of robust foundations set by Returnal. To that finish, the similarities between the 2 video games are quite a few and instantly obvious. Saros’ premise and the best way that it’s realized on-screen are strikingly acquainted and it typically sounds, seems to be, and performs similar to its predecessor. But these similarities are simply what’s on the floor. Like Carcosa itself, when you dig a bit deeper, Saros’ feels very totally different and calls for to be taken by itself phrases.
“We’re actually happy with Returnal and really feel we created one thing actually particular,” mentioned inventive director Gregory Louden. “Even to at the present time, I like to play Returnal. But we additionally knew that we needed to take key points, [and] then evolve them with Saros and virtually redefine what Returnal might be. It was about constructing on a way of energy. If something, [Returnal] helped re-energize us that we truly had one thing that gamers [really] beloved. It strengthened our trajectory.”
“We knew that Returnal was one thing actually particular,” added artwork director Simone Silvestri. “It is actually distinctive. [So it was like], ‘Okay, let’s seize the essence of that after which let’s do some twist on it and let’s construct on it and let’s showcase our arcade DNA into a special supply.’
“But I feel that there are a number of variations. The core one to me is Returnal is all about avoiding and it is what our affiliate recreation director calls an impediment course. [With] this one, which is extra of a playground, you get to work together with the bullets, then you possibly can deal with them as assets. So we principally actually took what was actually good about Returnal after which deepened our understanding of that and expressed it in a brand new world, a brand new IP, an even bigger, wider expertise that we actually felt we needed to go for.”
Anchoring that new expertise is Arjun Devraj. As a protagonist, Arjun establishes himself as a distinction to Selene from the very outset. She approached the planet Atropos with a scientific curiosity, initially assembly the alien threats with shock, however rapidly shifting to analyzing and documenting it all–albeit with a level of apprehension.
Though Arjun has his wits about him, his inclination is not to study and perceive Carcosa, it’s to wrestle towards it; to struggle it typically with a willpower that teeters on recklessness. Arjun is not on a mission of exploration and discovery–not of Carcosa and, not less than initially, not of himself. He is aware of who he’s and why he is there. His goal is to look and rescue.

The three hours I performed the sport, naturally, did not delve too deep into the assorted mysteries Saros lays the groundwork for, utilizing flashes of hanging imagery that little doubt are symbolic of issues but to be revealed. But one factor stands out as a signpost clearer than anything: the voice of a lady beckoning him. She’s ready for him and he or she is on Carcosa. It is unclear how he is aware of this, however he’s sure of it.
Once more, the finer particulars of the narrative will turn out to be obvious deeper into the sport, however Saros did paint sufficient broad strokes to anchor me to Arjun, Carcosa, and the target. The required items to place collectively a small a part of the puzzle are provided instantly: Arjun is an Enforcer; he works for a mega-corporation known as Soltari; a colony was established on Carcosa to extract a compound known as Lucenite, which is price trillions; the colony, mining crews, and emergency investigation models dispatched to Carcosa have gone lacking; members of his workforce are additionally missing-in-action; the lady is there. Even early on, the hooks and the performances are compelling sufficient to really feel like Saros is a recreation that has narrative ambitions alongside its give attention to intense gameplay.
Whereas Selene was on Atropos on her personal, Arjun is joined by the surviving members of his workforce, Echelon 4. They’ve hunkered down in a spot known as The Passage, which is a base of operations that homes an odd pool of swirling purple power that Arjun emerges from after he’s killed, together with a number of different issues. Every member of Echelon 4 is grappling with the mysteries of Carcosa in several methods and is motivated by totally different targets. By means of them, I discovered that Arjun had been lacking for a big time frame, and what felt like an immediate to me was lengthy sufficient for the workforce to conclude he had deserted them. Worse nonetheless, different members of the crew had succumbed to some kind of insanity and both gone lacking or needed to be killed.
Arjun is an advanced man, and, primarily based on preliminary cutscenes and conversations, actor Rahul Kohli seems to be poised to indicate these complexities in a memorable manner. Arjun typically states that his motivations, and his main issues, are to finish the mission, discover the lacking colony, and assist different individuals. He tasks his altruism, however on a few events, it looks like he is making an attempt to persuade himself of this, and extra egocentric motivations slip by the facade. That is to not say he is a nasty particular person or is scheming; it is extra of a sign that, just like the others, he could also be extra weak than even he realizes. And maybe the mysterious lady he is looking for might be influencing his selections greater than he lets on.
“With Arjun, we needed to create one other character for gamers to review and study,” defined Louden. “We wish to create characters which might be found, not instructed … I would say ‘come again stronger,’ as a lot because it being a gameplay time period, can be about Arjun’s journey as an individual. After which once we collaborated with Rahul [Kohli], he introduced his personal sense of authenticity and an actual sense of realism to the efficiency to make it really feel such as you’re with this particular person on this hostile alien planet with this ominous eclipse, and you’ll really feel the ability and kind of the charisma of him as an individual after which uncover him as you proceed by the arc.”
‘[Arjun] to me is so attention-grabbing as a result of there’s so many layers of depth to him, to the world that he interacts with, to the narrative that surrounds him and the story that he himself drives. But some of the essential issues can be the gameplay that’s pushed by Arjun, and we needed to explain this unstoppable drive towards this alien planet. We went into the inventive design of the costume and it is a number of ’80s sci-fi inspirations [with] contact sport and legislation enforcement [vibes] in area. What makes him particular is the person who he’s; the life that he has lived and the willpower that he reveals each time he is confronted with a problem on Carcosa.”
In response to Housemarque, Saros is an exploration of themes comparable to remorse, energy, and corruption, amongst different issues. Due to this, it hopes to depict characters becoming a member of Arjun as equally nuanced. Kayla, for instance, is a technician who explodes with anger when Arjun returns to The Passage as a result of she thought he’d deserted them. She lashes out, saying individuals have died within the time Arjun was lacking, however her fury looks like it’s as a lot an expression of hopelessness as it’s grief.
What stands out prominently is the concept of duality, which runs by each a part of Saros. Like Arjun, there may be extra to the others on Carcosa, too. Stack, for instance, comes off as a relaxing voice, somebody who understands the gravity of the scenario and is aware of that he must be the voice of cause. And but, there are moments when he insists that he must be on the market, dealing with the hazard, and he obsesses over this in a manner that’s virtually like he is not completely answerable for himself.
That occurs loads. Characters are cogent in a single second, after which a bit off in one other. In additional excessive instances, they’re clearly possessed by rage and fanaticism that normally leads again to the identical factor: the solar, an ever-present, grossly incandescent entity that impacts Carcosa and the individuals on it in extreme methods. It actually looks like there are layers to peel again, and what’s beneath won’t be one thing we, or he, likes. The solar’s place in all this would possibly not turn out to be clearer till we will play the complete recreation.
A Ballet Of Bullets
In my hands-on, I performed by Arjun’s first project: following a Soltari sign. After stepping out into Carcosa and dealing with off towards bat-like critters and stationary turrets firing balls of blue power at me, I felt like I used to be choosing up the place I left Returnal, compelled to remain agile to make myself a harder-to-hit goal, firing my weapons at enemies to chip away at their well being, and thoroughly weaving between dozens of projectiles and behind obstacles to remain protected. That labored properly for probably the most half, however enemies began aggressively pursuing me in a manner that did not occur till the later phases of Returnal. The salvos of projectiles go from casually avoidable to overwhelmingly omnipresent–wherever I pointed my digicam, there have been issues flying in direction of me, to the purpose the place it began to really feel like Saros was making calls for of me that I could not meet.
This was Saros’ manner of telling me that threading the needle to remain alive will not work for lengthy, and it is the way it drives dwelling the need of the most important gameplay distinction between Returnal and Saros: the defend. Housemarque desires gamers to throw themselves on the hazard as a substitute of making an attempt to get round it. By urgent the R1 button on the DualSense controller, Arjun types a bubble round himself that absorbs all blue projectiles that come into contact with it. There’s a bar representing energy that depletes whereas doing so. Nonetheless, is can later be refilled by absorbing projectiles.
Aggression is the title of Saros’ recreation, and earlier than lengthy I used to be sprinting by waves of projectiles as a substitute of making an attempt to dodge them. This technique applies to each offense and protection. For the previous, it is necessary in closing distances; for the latter, it turns into potential to punch a gap into seemingly impenetrable partitions of bullets to sprint to security.
In my skirmishes, I started working instantly at enemies to ship brutal punches, which made brief work of the annoying turrets that enjoyed to pepper me from the outskirts of the battlefield. The extra beast-like enemies blended projectiles with up-close swipes and the defend was glorious at serving to me get out of pressured conditions and re-establish my footing. Housemarque is looking this new taste of its fight “bullet ballet,” which provides it extra class than it maybe represents, not less than in the best way I used to be enjoying. I actually did not really feel like I used to be doing ballet; I felt I used to be changing into a wrecking ball.

“This concept [started from the] alternative of the projectile. Slightly than being purely threats, we might pull [players] ahead and use [bullets] to have interaction with them,” defined Louden. “Whenever you change your perspective of projectiles, I feel the sport flips on its head. I adore it when a recreation makes you take a look at one thing totally different and you’re feeling the mastery.
“The enemies are supposed to be vicious and hostile, however ultimately, you possibly can grasp them. And it is actually about listening to the sport and listening to your self as a participant and flowing. Do not view it as one thing you run away from. Do not view it as hell. View it as a dance. View it as a ballet so you possibly can actually personal them and really feel that energy as Arjun as you proceed by the sport.”
Saros’ gameplay additionally has the identical tendons connecting its varied elements that Returnal used to make the loop really feel cohesive and satisfyingly round: the energetic reload mechanic will shorten the time between while you’re firing and never firing weapons; an adrenaline mechanic will reward you with bonuses so long as you do not get hit and stack up ranges; you’ve dashes and jumps that may be prolonged by holding the corresponding buttons; and Energy Weapons will be relied on to dish out a number of injury in varied ways–some will hone in on enemies, others will lay down bombs like mines, and so forth.
These in-between-firing-guns actions that I do virtually subconsciously now after enjoying Returnal quietly construct momentum that, when utilized appropriately, feels prefer it embodies Arjun’s willpower. Regardless of having largely the identical toolset, Selene all the time felt like she was on the again foot after which emerged victorious by beating the chances. Arjun, by comparability, will be performed with an aggression that feels extra empowering. That’s, till you overcommit and get smoked in an instant–you may really feel highly effective, however you will nonetheless routinely end up in a determined struggle for survival.
Power in Numbers
True to the studio’s roots, Saros is one other very difficult Housemarque recreation, however there have been some modifications made to be sure that, even in case you chew the mud, the time you spent on one among its roguelite runs remains to be fruitful. The tagline for Saros is “come again stronger,” and that’s achieved by speaking to The Main, a machine that serves because the eyes, ears, and voice of Soltari. By interfacing with what’s principally an overbearing robotic middle-manager that is continuously monitoring your time-on-task, Arjun can spend lucenite gathered throughout a run to unlock everlasting upgrades that not solely change the best way the sport is performed, but additionally give the participant a level of company in how Arjun develops. This can be a huge change in Housemarque’s design, however it would not undermine the problem of the sport. Some upgrades make a big distinction, like Second Likelihood, which, because the title implies, brings Arjun again for yet another likelihood when he dies. Others are smaller, however stay significant by boosting attributes comparable to armor integrity, well being, defend capability, the quantity of lucenite you collect, and so forth.
The query that got here to thoughts, for me, was how that sense of development impacts what Housemarque desires gamers to really feel as they discover Carcosa. The shortage of those techniques in Returnal meant that, as a participant, and as Selene, I felt like I used to be on the mercy of Atropos and that my journey was one among desperation. But the power to make Arjun extra highly effective over the course of his journey stands to shift that dynamic.
“I feel it is actually essential for us that we all the time take into consideration how we would like the gamers to react and really feel. So in a number of methods, you can say Saros is about [the] energy fantasy,” mentioned Louden. “It is about this kind of development and it is about coming again stronger … so the sensibility of Arjun as a Soltari Enforcer [through] the gameplay we provide, [that] feeling is vital. Even the lens of Soltari, this company you’re employed for that is utilizing you to go to this planet and basically extract the assets, it is all achieved with a number of consideration and element to attempt to inhabit this sense of energy, but additionally this sense of this type of emotional response.”
“There may be a number of energy within the corruption as properly,” mentioned Silvestri. “But there may be additionally a number of corruption in energy. There may be a number of depth in that journey itself.”
Though I did not use it, Housemarque has beforehand mentioned that gamers may even be capable of customise the gameplay expertise to their liking through the use of modifiers. Choices comparable to making good reloads simpler, rising lucenite assortment radius, and stopping the defend from consuming Energy when used, will little doubt sound interesting to these having a bit bother with the sport. Nonetheless, there’s a trade-off system to counterbalance these benefits. In order for you extra lucenite, you’ll have to scale back the quantity that you just hold while you’re killed; the defend being much less strict about utilization might imply you do much less injury to enemies.
This can be a very sensible extension of the risk-versus-reward system from Returnal, which additionally makes its return with comparable implementation. In Returnal, it was primarily oriented round Obolites and weapons, a few of which had a danger of inflicting a swimsuit malfunction. To undo this, gamers are given a bit problem to finish, comparable to killing a sure variety of enemies or opening a sure variety of chests, for instance. Saros has the same strategy for weapons, which have a draw back that you must think about alongside any enhancements they could supply.

The massive gameplay twist comes from the aforementioned sun–more particularly, the eclipse. The menacing celestial physique looks like an everpresent watcher; just like the Eye of Sauron, however continuously bearing down on you. Throughout every run, Arjun will inevitably encounter some extent the place progress is halted and the one manner ahead is to summon the eclipse. By doing so, Carcosa is enveloped in a malevolent power that shifts the tone of the sport drastically. From that time on, the world is corrupted and appears as if it has been plunged into the depths of hell. All the things seems to be prefer it has been lit on hearth, eldritch creatures and alien flora abruptly seem, and swimming pools of boiling acid pop up.
“The eclipse was one of many earliest concepts we had as a way to escalate the expertise and virtually wash over the world and supply this complete different layer to the expertise,” defined Louden. “We all the time begin from gameplay. So we did a number of exploration to be able to discover the proper gameplay response for the eclipse, and we’ve got the concept of corruption. So corrupted projectiles, corrupted weapons, corrupted artifacts–the concept that it’s everywhere in the planet. But then we needed it to escalate. The sky erupts in hearth and you will get to see much more as you expertise by the sport. Additionally one thing that we paid a number of consideration to element in is within the soundscape and the music.
“As soon as the eclipse occurs, we wash the world in drone steel. So we principally create this [musical] cocktail of darkish digital [and] drone steel that sort of washes over [the world] and this distorted guitar that creates this complete totally different atmosphere so that you can discover. After which, final however not least, the characters: what occurs to those individuals when there’s this corrupting affect, and the way does it change folks that have been as soon as your anchors, that perhaps you lose within the insanity of all of it.
“It is undoubtedly been this kind of total sort of ominous drive that we have used that’s truly one of many biggest mysteries of the sport so that you can uncover. Duality and the thriller of the eclipse is a driving facet of Saros and a part of Arjun’s journey.”
“There’s additionally duality as a result of you’ve the traditional model [of Carcosa], particularly the primary biome [which has] this good, vibrant palette,” mentioned Silverstri. “There may be ominous structure, however it’s not as aggressive. But then you definately put the eclipse on and now it is like, ‘Okay, that is now overwhelming.’ And we try this for each biome–every biome has this duality. And the cool factor is that we attempt to change the participant expertise with that eclipse.
“Within the Historical Depths you are going by the bones of a mining operation of some type, and then you definately put eclipse on and the machines come alive, so now the platforming is totally different, the entire sensation of the extent is totally different. This duality is woven by all the things, together with the best way to traverse the world. One factor that I needed to give attention to is that every biome feels distinctive and likewise feels distinctive in its escalation as properly. We wish to reward the participant each single time they handle to progress, so they need to have a shock and they need to have a payoff.”
A New Daybreak
The title “Carcosa” is probably going a reference to the fictional misplaced metropolis of the identical title from Robert W. Chambers’ The King In Yellow, a group of bizarre fiction brief tales that additionally drew inspiration from Ambrose Bierce’s An Inhabitant of Carcosa. It’s introduced as a spot that nearly exists in its personal hellish pocket of time and area; a planet with twin moons that’s continuously altering and rising. Within the Cthulhu mythos, it’s dwelling to Hastur the Unspeakable, a being that goals to devour life till it is ready to ascend to the rank of an elder god.
Whereas the concept of a rising and shifting planet is the proper touchstone for a recreation through which every run encompasses a totally different configuration of landmasses, Saros’ eclipse is the place Housemarque’s tackle Carcosa channels its inspirations most. That is when the planet takes on an virtually Lovecraftian id. The damaging creatures that inhabit it are imbued with a corrupted power that may not be shielded towards. As a substitute, taking injury reduces Arjun’s most armor, which might solely be restored through the use of his Energy Weapon. But within the thick of battle, chances are you’ll not even get the possibility. The eclipse is transformative sufficient to the gameplay that it turned one thing I dreaded doing. Throughout that part of a run, I felt like I, and by extension Arjun, had misplaced that sense of empowerment and was pushed onto the again foot.
Housemarque has by no means been a slouch in terms of presentation, however Saros is an enormous leap ahead. Not within the technicalities of the visuals; sure, the environments look sharp and the character fashions detailed. The particle results and vibrance of projectiles contrasted towards the colour palette of the planet’s biomes are as dazzling as ever. But what actually leaves a mark is the environment. Returnal’s environment is one among isolation–feeling alone and continuously dealing with the unfamiliar. But there are quiet, sombre moments to be discovered too; the silence after hectic battle; the mild waving motion of the unusual luminescent tendrils that seem like Atropos’ model of grass. I did not discover that in Saros–everything in Carcosa sucks when the eclipse occurs.
The whole time I used to be enjoying Saros below the eclipse, the dramatic shift right into a fiery shade palette instilled a discomfort in me. From visuals to the sound design–a lot of which includes snarling from unseen monsters lurking someplace close by, or the faint wails and groans of somebody having a a lot worse time than me–it all comes collectively in a manner that actually makes the planet bristle with a hostile power.
Equally, the best way the structure modifications had me stopping and simply trying round. Craggy cliffs, surrounding deep purple land that appears prefer it might be manufactured from blood and sinew; barren timber that look brittle sufficient that they’d crumble if touched; towering cathedral-like buildings as majestic as they’re unsettling; chilly stone buildings manufactured from dense slabs of stone and steel mathematically layered and positioned to create an unnerving sort of symmetry. At instances, I felt like I used to be guiding Arjun by Hades; different instances, by one thing out of Denis Villeneuve’s Dune. Both manner, all of it comes collectively to be actually arresting.
At instances it jogged my memory of macropsia, a sensation of getting distorted perceptions which, in flip, makes buildings or objects really feel impossibly giant and intensely shut. It’s typically accompanied by an awesome feeling of futility. Whereas macropsia is linked to neurological circumstances, it is the closest I’ve come to describing the experiences I had as a sickly little one that repeatedly suffered from intense fevers. At their worst, these macropsia-like shifts in scale would make me really feel small and helpless. Whereas not fairly as extreme, the world of Saros at instances additionally channeled the surreal high quality of these signs.

“It all the time got here from eager to create a very particular kind of cosmic horror expertise for gamers. And from there, we simply developed in and added much more depth,” mentioned Louden. “We explored totally different components of the eclipse–worship of the eclipse. It was eager to create this particular sort of expertise for gamers that takes totally different components from Japanese manga, from anime, from science fiction, classics, literature, and create this cocktail with a British South Asian protagonist going by this science fiction world, if that is sensible.”
“We grew up on so many various references, and once we began to take a look at the structure, the primary central theme and thread was the eclipse,” mentioned Silverstri. “And so early civilization, mysticism, I wish to go deep into historical past and discover one thing that I can floor issues in, however then we have to summary ourselves. We have to return a few layers and say, ‘Okay, that is a place to begin. How can we problem that? Let’s discover one thing that’s actually bizarre and actually reverse of it. Let’s put it in, see what occurs when we’ve got this visible friction between components.’
“One instance of that is within the structure, as a result of we needed to have some civilization that’s constructed to rejoice the eclipse and worship it. After which we’ve got these touches the place you possibly can see what which means. We name it the Twisted Enlightenment, the place they actually opened themselves as much as the eclipse. And I needed to start out with neoclassical structure as a result of it is all about epic scale and really huge statues, however it was very gentle and pleasant. And so we picked Italian Futurism, which was born within the Nineteen Twenties, as a reaction–so it is the other of it. And that gave us this distinction that introduced these sharp, violent, rhythmical, vertical traces into all the things. And it turned this idea that we known as the violent magnificence, which turned a pillar for the artwork path and a pillar for Carcosa and the civilization that’s on that.”
There are such a lot of examples of how Saros is undoubtedly strolling the identical path as its predecessor. Sarcastically, nonetheless, with Returnal and Saros, Housemarque–a developer that has performed in various totally different genres, additionally appears to be settling by itself id. It’d seem like an amalgamation of different types and inspirations, however it’s widespread to achieve for the acquainted when making an attempt to grasp the brand new. In Housemarque’s case, the workforce believes it has a agency grasp of the sorts of video games it desires to make. For Saros, it is one thing it hopes will stick to gamers for a very long time to return; one thing “monstrous” to cite Louden.
“We wish to discover cosmic horror and all of the monstrosity of it of what the eclipse can do to individuals by its corruption. We wish to create one thing that I feel is a driving issue for our video games: one thing that strikes you, [that makes] you’re feeling feelings and you’re feeling modified by.
“It is laborious to place a finger on, however it’s Housemarque and this [is a] new chapter. It is Housemarque in 2026 with our distinctive voice of bullet ballet, mysterious and haunting narrative, a darkish sci-fi world simply creating one thing actually particular and distinctive.”
“We stay on the perimeter,” added Silvestri. “We’re simply on that fringe of being a bit too excessive, so as to discover contact factors that you’re aware of, however then there’s all the time one thing totally different about it. To me, that is the essence of Housemarque, that there is nothing like this on the market. And I say that with confidence as a result of I attempt to discover issues which might be comparable, as a result of I like our video games, so I wish to play extra [like them], however it’s not simple.”
For some, Saros’ similarities to Returnal could mood their pleasure considerably. But, having performed a number of hours, it has turn out to be clear to me that, like Selene and Arjun, Housemarque is approaching the acquainted armed with information, expertise, and instruments that it hopes it could use to push additional into the unknown.
