SAROS Review — Housemarque Delivers PS5's Best Exclusive of 2026

The spiritual successor to Returnal evolves the roguelike genre with a dynamic eclipse system, more accessible progression, and textbook gunplay.

di Manuel Le Saux
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To truly understand what SAROS is and what it represents, one must first start with its creators. Behind the project is Housemarque, a studio that over the years has built a solid reputation thanks to a very precise approach, based on evolved gameplay, fast pace, and a rare ability to blend pure action and atmosphere.

The team's turning point came with SAROS's predecessor, Returnal, a title that marked an important transition not only for the studio but also for the landscape of PlayStation exclusives. With that game, Housemarque demonstrated its ability to handle more ambitious productions, bringing an intense, difficult, and strongly identity-driven experience to PlayStation 5, capable of distinguishing itself with its mix of shooting, roguelike, and fragmented narrative.  And it is precisely from that foundation that SAROS is born.

But be careful, it would be a mistake to consider it a simple, simplified spiritual sequel, because this title is much more.

SAROS and Housemarque: From the Origins of Returnal to a New Vision

We are facing a natural evolution, where the game is completely re-elaborated with greater awareness, expanding possibilities and introducing new ideas. The change of pace is immediately perceptible, with a more structured approach, more interconnected mechanics, and an overall more refined experience.

SAROS represents the maturation of an idea, less tied to the rigidity of the pure roguelike and more oriented towards an experience that values both challenge and the progressive development of the player and, above all, is more accessible. 

SAROS immediately presents itself as a title that wants to leave its mark, both for its narrative approach and its gameplay mechanics. It is not simply a shooter, nor a pure roguelike, but a fusion of genres that focuses entirely on atmosphere, tension, and intelligent progression. The result is an experience that manages to be challenging without being frustrating, accessible without becoming trivial.

In SAROS, there has been meticulous attention to every detail, from world-building to art direction, passing through the pace of the sessions. Everything seems built with a precise objective: to keep you glued to the controller and always push you to try again after every  death. 

Story and Narrative of SAROS: A Dark Universe Built in Fragments

The narrative of SAROS is one of the most intriguing elements of the entire package. Without unnecessary spoilers, the game plunges us into a dark and mysterious universe, where the concept of time, identity, and reality itself is constantly questioned.

The protagonist, Arjun Devraj, finds himself trapped in a seemingly endless cycle, in a world marked by a devastating cosmic event, named Carcosa, and with a perpetual eclipse that has transformed everything we know. This is not just an aesthetic element, but a true narrative engine that influences every aspect of the game.

The story is not told in a traditional way, and forget long explanatory cutscenes, because SAROS prefers to suggest, leave clues, fragment the story into small pieces that you will have to reassemble. Documents, cryptic dialogues, evocative settings, all contribute to building a fascinating narrative mosaic.

What is striking is the constant sense of discovery, where each run serves not only to improve your equipment or power up, but also to understand something more about what is happening. And when the pieces start to fit together, the satisfaction is enormous. That said, I will not dwell further on the narrative to avoid spoiling the surprise.

Arm yourselves, power up, and go!

SAROS Gameplay: Evolved Roguelike with an Always Meaningful Game Loop

 The beating heart of SAROS is undoubtedly its gameplay, and it is here that the game shows all its strength. It doesn't just borrow the basics of roguelikes, but reworks them in a more modern way, making them more fluid, accessible, and above all more intelligent, without ever sacrificing depth.

Each game unfolds through structured runs, during which you move through partially procedurally generated environments, facing increasingly aggressive enemies and collecting essential resources for survival. However, what truly distinguishes SAROS is the way it handles death, no longer as a frustrating breaking point, but as a stimulating and evolutionary component of the experience. Every defeat leaves something behind, whether it's a tangible improvement to the character, useful resources to upgrade armor, or simply a greater mastery of the mechanics. This eliminates that feeling of "starting from scratch" typical of more rigid roguelikes, as happened in Returnal, and makes every attempt meaningful and part of a constant growth.

The result is an extremely engaging game loop, which pushes you to continuously improve without ever giving the impression of wasting time. There is always a reason to try again, always a new variable to test, always a different build to create. 

The gunplay is one of the highest points of the entire production. The weapons provide an immediate, precise, and satisfying feel, where you can perceive, also thanks to the excellent integration of the DualSense controller, every shot landed, where every impact is palpable, and every encounter requires attention and control. Compared to Returnal, where the pace was often more frantic and based on pure reactivity, SAROS introduces a slightly more strategic component, where positioning, resource management, and pattern reading play an even more central role. It's never about shooting randomly or chaotically, but about interpreting the combat from top to bottom.

Added to this is extremely refined mobility. Dodges, dashes, and quick movements are not just defensive tools, but become an integral part of the offense. Here too, a difference from Returnal is perceptible: if in the previous title mobility was almost exclusively oriented towards survival, in SAROS it becomes a more tactical tool, useful for building your approach to encounters.

 

Another element that decisively contributes to the quality of the gameplay is the variety of biomes, which represents one of the most evident points of departure from Returnal. If in the latter the areas were indeed different from each other, but shared a similar basic structure, in SAROS each biome truly changes the rules of the game.

These are not just aesthetic differences, because here the pace, the arrangement of spaces, the behavior of enemies, and the strategies needed to face them all change. There are more open biomes, which favor movement and distance control, and others that are more closed and oppressive, where every mistake is immediately punished. Some areas push towards an aggressive approach, others require patience and planning. This will force you to adapt continuously, avoiding any automatism.

Furthermore, the biomes of SAROS interact more directly with other game mechanics, such as the evolution of the run and the dynamic systems that influence its progress. This makes them an active part of the experience, not just simple scenarios.

And it is precisely this more balanced progression compared to Returnal, solid but more thoughtful gunplay, evolved mobility, and truly transformative biomes, that make SAROS's gameplay so effective. Everything is built to function coherently, without flaws, giving life to an experience that manages to be challenging, satisfying, and always different at the same time.

New Mechanics: Carcosa Modifiers, Armor Matrix, and Nightmare Shard 

Another aspect in which SAROS demonstrates all its ambition is in the layering of its more advanced mechanics. These are not simple accessory systems, but elements that concretely redefine how each individual run is approached. The so-called Carcosa Modifiers, the Armor Matrix, the World Quadrant, the Nightmare Shard, and the ability to use a Barrier, represent the deepest and most experimental heart of the gameplay.

Let's start with the Carcosa Modifiers, probably the most unpredictable and fascinating system. These modifiers act as dynamic alterations to the game's reality, introducing effects that can be both advantageous and penalizing. They are not limited to modifying numerical parameters, but directly intervene on enemy behavior, combat physics, or even the structure of environments. The most interesting thing is that there is never an "ideal" combination; each run becomes an unstable balance between risk and opportunity. Accepting a powerful modifier can mean exposing yourself to unforeseen consequences, creating a system that rewards courage but punishes improvisation.

The Armor Matrix, on the other hand, is the core of defensive customization. It is not a simple armor with fixed statistics, but a modular system that allows you to insert and combine different elements to obtain specific effects. In practice, the player can build a true defensive "identity": damage resistance, regeneration, conditional bonuses, or reactive effects during combat. The depth of this system lies in how it integrates with other mechanics.

A well-constructed matrix can synergize optimally with certain Carcosa modifiers or compensate for weaknesses generated by the eclipse. 

In SAROS, the Barrier, another novelty compared to Returnal,  is the character's first layer of defense: it absorbs damage before it affects health. As long as it is active, you can afford some mistakes, but once exhausted, you immediately become vulnerable. It must therefore be managed carefully, because it is what guarantees your survival in the most intense encounters. 

Among the most successful intuitions of SAROS are undoubtedly the high-risk areas linked to the so-called "Nightmare Shard", zones that perfectly condense the game's toughest and most unpredictable spirit. They are not simply more difficult sections, but true altered spaces, almost "corrupted", where everything, from the environment to the enemies, seems to respond to different logics.

You immediately notice when you are about to enter them: The visual impact changes, colors become more distorted, the atmosphere becomes oppressive, and even the sound contributes to creating a constant sense of instability. It's as if the game itself is telling you that from this moment on, every mistake weighs double.

Within these areas, in fact, the difficulty does not simply increase linearly, but is "overturned". Enemies are not only stronger, but also more aggressive and less readable, often accompanied by modifiers that alter their behavior and abilities. At the same time, you will find yourself operating in less favorable conditions, with more limited resources, reduced effectiveness of some abilities, and a general feeling of always being one step behind the situation.

And it is precisely this imbalance that makes them so interesting. The "Nightmare Shard" areas are not meant to be approached lightly, but as a real gamble. The reason is simple: this is where one of the most coveted rewards in the game is hidden. Completing these sections, or even just pushing deep enough, significantly increases the chances of obtaining a nightmare shard, a resource capable of radically changing the course of a run.

Naturally, the game guarantees nothing. And it is precisely this uncertainty that makes every choice fraught with tension. Entering one of these areas means accepting the concrete risk of ruining a hard-earned progression, in exchange for the possibility of gaining a huge advantage.

Facing them therefore requires clarity and awareness. It's not enough to be good at combat, but you also need to understand when you are ready, when it's worth risking, and when it's better to push straight through. Because in SAROS, and especially in these zones, the difference between a courageous choice and an imprudent one is often very subtle.

And it is precisely here that the game excels, as you will find yourself facing a decision, and where only you will be responsible for the consequences.

The Eclipse: The Mechanic That Transforms the Game World in Real Time

The eclipse in SAROS is not just an aesthetic or narrative element, but a central mechanic that profoundly redefines the entire game world. It is a constant, almost oppressive presence, that evolves during the run and progressively transforms every aspect of the experience, from enemy behavior to the very structure of the environments.

In the "normal world," before the eclipse reaches its more advanced stages, the game maintains a relatively stable balance. Enemies are readable, spaces allow for more controlled management of encounters, and the player has room to plan, explore, and build their progression. It's never a simple experience, but there is a consistency in the rules that allows for adaptation and improvement with a certain gradualness.

With the arrival of the eclipse, however, this balance begins to crack. The world changes, and it does so tangibly. Environments become more hostile, not only visually but also functionally: new anomalies appear, some areas transform, while others become more dangerous to traverse. It's not uncommon to find yourself in situations that, just minutes before, would never have existed.

Enemies, in turn, undergo evident mutations. They are not simply stronger but become more aggressive, faster, shoot corrupted projectiles, and are often equipped with less predictable patterns or additional abilities that force the player to completely revise their approach. Even the most familiar encounters take on a different, more tense, less controllable tone.

The difference between normal projectiles and corrupted projectiles directly affects the barrier and health.

Normal projectiles are absorbed by the barrier, which completely protects health as long as it is active, allowing for a wider margin of error and more controlled management of encounters.

Corrupted projectiles, on the other hand, are much more dangerous, because they not only damage the barrier but can partially bypass it, hitting health even when protection is still active. Furthermore, they tend to weaken the barrier itself, making it less effective.

The result is simple: against normal projectiles, you can afford some mistakes, while corrupted ones require absolute precision, because they immediately put survival at risk. 

The most marked difference between the "normal" world and the one under the full effect of the eclipse lies precisely in the loss of stability. Where there was once control, now there is uncertainty. Where one could plan, now one must react. It is a change that does not merely increase difficulty linearly, but introduces a true transformation of the rules.

And it is here that the true impact on difficulty emerges. The eclipse does not simply make the game more challenging, but makes it more unpredictable. You will no longer be able to rely solely on memory or accumulated experience, but will have to continuously adapt to new conditions. Pressure increases, mistakes are paid for more dearly, and the margin for recovery is significantly reduced.

At the same time, this escalation is never an end in itself. The eclipse will push you out of your comfort zone, and will force you to use every game system more consciously. It is a mechanic that amplifies tension and difficulty, but also satisfaction.

SAROS vs Returnal: All the Concrete Differences

Comparing SAROS and Returnal is inevitable, but reducing the former to a mere "evolution" of the latter would be decidedly limiting. The differences are concrete, structural, and above all intentional, as SAROS does not try to replicate the formula, but to refine and expand it in a more modern and accessible way.

The first major difference concerns progression management. In Returnal, every death resulted in an almost total loss of progress, with a strongly punitive structure typical of purer roguelikes. SAROS, on the other hand, introduces a much more balanced system, where each run contributes tangibly to the player's growth, both in terms of skills and permanent upgrades. This does not make the game easier, but makes it more consistent and less frustrating.

Another key element is the game's pace. Returnal was often frantic, almost claustrophobic in its tight and continuous combat. SAROS better alternates phases, where moments of more thoughtful exploration intertwine with intense encounters, creating a more varied and strategic pacing. You will have more space to plan, observe, and adapt.

The most obvious difference, however, lies in the central mechanics. Where Returnal was primarily based on shooting and mobility, SAROS introduces the eclipse system, which dynamically modifies the game world during the run. This element adds a component of unpredictability and constant adaptation that was less pronounced in the previous title.

The build and customization system has also been significantly expanded. Armors in SAROS are not simple upgrades, but true gameplay tools that radically change the player's approach. In Returnal, variations were more tied to weapons and artifacts; here, however, build construction is deeper and more flexible.

Finally, an important difference in overall accessibility should be noted.

Returnal was deliberately difficult and uncompromising.

SAROS maintains a high challenge, but introduces systems that make the experience more readable and less punitive, without distorting the typical tension of the genre.

Technical and Sound Department: PS5 Utilized to the Fullest

From a technical standpoint, SAROS is a feast for the eyes. The PS5 version makes excellent use of the hardware, offering solid performance and high-level visual quality.

The environments are rich in detail, with masterful use of lights and shadows that contributes to creating a unique atmosphere. The permanent eclipse provides truly evocative visual glimpses, with strong contrasts and colors that oscillate between cold and surreal.

The level design is intelligent, where each area is built to stimulate exploration without being dispersive. Even when returning to already seen areas, there is always something different thanks to procedural variations.

The work on animations, both for the protagonist and enemies, is also excellent. Everything is fluid, reactive, precise. In the most hectic moments, the game still manages to maintain visual clarity essential for not losing control of the situation.

And then there's the DualSense support, which adds an extra layer of immersion. 

The sound department of SAROS is simply extraordinary. The soundtrack perfectly accompanies every phase of the game, alternating more ambient moments with more intense tracks during combat.

The music is never intrusive, but always manages to emphasize the right emotions. In moments of exploration, it creates a sense of mystery and unease; during encounters, it naturally increases tension.

The sound effects are equally well-crafted, where each weapon has a distinctive sound, each enemy is recognizable even by ear. This is not just an aesthetic detail, but an element that directly influences gameplay, helping the player to react faster.

The voice acting is convincing and well-performed, helping to add depth to the characters and the game world.