Resogun was among my first PlayStation 4 titles, and there is something simply magnetic and addictive about Housemarque’s style. Several years passed, and the Finnish developer frantically refined its formula until it reached Returnal: An ambitious step that blended the studio’s arcade DNA with the cinematic narrative that has become the trademark of PlayStation’s first-party games.
Exactly five years after the release of Returnal, we have the arrival of Saros, a new IP that builds on the entire foundation laid for Selene’s story. But is Housemarque’s new adventure worth your time and money? That’s what you’re about to find out in this review.

The Sun is Forever
Saros introduces Arjun Devraj as its protagonist, an Executor of Echelon IV—an expedition led by the Soltari corporation to investigate mysterious disappearances on Carcosa, a planet abundant in Lucenite. This compound possesses immense energy potential and promises to generate trillions in revenue. Arjun is brought to life by Rahul Kohli, acclaimed for his performance in the series iZombie.
Unlike Returnal, which had very few central figures, Housemarque has significantly expanded the narrative here. We have frequent interactions with the rest of the Echelon IV crew and, as the story unfolds, we also engage with members of other expeditions.
However, the expanded cast exposes Housemarque’s ongoing struggles with crafting compelling dialogue and meaningful character development. Until midway through Act 2 (of three), it’s difficult to become invested in Arjun’s personal dilemmas or the fate of his colleagues. This is especially notable given the return of well-produced text and audio logs from Returnal, which add valuable context for understanding the events on Carcosa.

From the midpoint of Act 2 onward, the narrative gains momentum, transforming into a far more intriguing story that successfully holds the player’s attention through to the finale.
In Saros, Housemarque proves once again that it is an expert in writing cosmic horror. The inspirations from H.P. Lovecraft and Solaris remain, now amplified by direct references to The King in Yellow by Robert W. Chambers. Just like in the books, Saros’s Carcosa also serves as a place of decay and madness.
The campaign’s brevity leaves little room for deep character development. While the team introduces lore segments exploring Arjun’s past—structured as the Banyan Tree and reminiscent of Returnal’s House moments—these vignettes ultimately fall short of establishing a strong emotional bond with the protagonist. Nevertheless, Housemarque skillfully weaves in contemporary themes that resonate with players.
A Beautiful Ballet of Bullets
Although Returnal was developed in partnership with Sony, Housemarque wasn’t officially acquired until after its release. As a result, it’s evident that the studio made deliberate choices to make Saros more accessible to PlayStation’s core audience. The game leans further into its roguelite identity, introducing assist features and a robust permanent upgrade system to ensure runs feel less punishing.
Enemies drop Lumenites, a resource used to upgrade key attributes such as Energy, Momentum, and Health. Beyond expanding the path for permanent progression, Saros equips players with new defensive options: Arjun can absorb projectiles with his shield, dodge incoming fire, and even parry red blasts to deal stun damage.

Beyond permanent upgrades, Saros offers a diverse array of temporary enhancements during each run. Artifacts can be collected to boost various attributes, and during the Eclipse, these items carry corruption, introducing debuffs that add strategic depth and encourage experimentation with different builds.
Furthermore, the movement and shooting mechanics closely mirror those of Returnal, making Saros feel more like a spiritual successor than a wholly original IP.
As with the narrative, Act One falls short in terms of level design and enemy variety. However, from the second stage onward, the quality rises dramatically, featuring spectacular bosses that impress both visually and mechanically. This inventive design, combined with outstanding sound engineering, greatly elevates the overall experience.

Arjun’s arsenal consists of familiar weapon archetypes—pistols, shotguns, tactical rifles, and crossbows—distinguished by advanced technological twists. Each weapon class offers variants with both standard and alternate firing modes. For example, one tactical rifle launches smart projectiles that home in on targets.
Beyond firearms, the Executor harnesses energy abilities via his suit, such as Prominence—a cannon-like blast. The arsenal’s diversity delves into classic sci-fi territory, including a ricocheting energy spear and a powerful laser beam.
Rounding out the toolkit is Overload, Saros’s take on an “ultimate ability.” As you inflict damage, a meter fills, and once charged, you can unleash a devastating attack. Defeating foes with Overload also produces Ether—health-restoring orbs—for added tactical reward.
Overall, Saros delivers a more accessible and expanded evolution of Returnal’s gameplay. Its addictive core loop persists, now refined to appeal to a broader range of players.
A Second Protagonist
It’s essential to emphasize Carcosa’s imposing presence—so much so that the planet itself feels like a second protagonist. Housemarque introduces the Eclipse mechanic, allowing players to interact with altars to trigger this event in each biome. Once activated, enemies become more aggressive and drop richer rewards, but the most dramatic change is the shifting environment, which opens up new paths and secrets to explore.
One such new path leads to the Nightmare Gates, a fresh area where Arjun must survive three combat rounds to claim valuable resources. Notably, if you’ve already used your Second Chance revive, clearing this challenge restores it—making the Nightmare Gates a strategic lifeline during runs.

Other dangerous environments are the rooms where the Solar Cage is activated. In them, powerful enemies like the Alphas emerge, heightening alertness—at least in the initial hours. In the late game, since the overall difficulty has been toned down, they rarely pose a real threat.
Furthermore, the exploration of the biomes has a slight Metroidvania feel to it. At first, many of the branching paths with rewards cannot be accessed because they require abilities the character hasn’t learned yet.
One aspect where I felt Returnal was superior was the variety of environments. I think the studio could have explored more extensive settings and a broader color palette to better differentiate each region of Carcosa. The feeling is that we remain in the same place, unlike in the previous title.
Moving away from the diversity aspect, the quality remains incredibly high, and the art direction dazzles and creates an impact. We have gigantic, decaying structures that reinforce the atmosphere of horror and isolation. The sound of the creatures and weapons also displays the team’s perfect understanding of the subgenre.

And speaking of immersion, it’s imperative to mention the DualSense explicitly as an essential component for elevating the journey. We can feel every shot thanks to the controller’s features, and the trigger resistance makes using the alternate fire quite rewarding.
Visually, Saros is close to Returnal; however, the visuals here are more striking, mainly due to the particle effects. The shots and explosions have become even more beautiful, taking on an almost mesmerizing tone, like a dizzying dance.
Saros Review Verdict
In Saros, Housemarque lets go of some of its arcade DNA to offer a more accessible experience with a heavier emphasis on the plot.
Despite still struggling to create memorable figures, the studio solidifies itself as a master of cosmic horror, bullet-hell brilliance, and spectacle, delivering another addictive loop. Saros fits like a glove in Sony’s portfolio, combining frantic gameplay with a cinematic plot, showing that there is a healthy path for new proposals under the brand’s umbrella.
Saros
9



