
Game intel
Saros
Beneath the shadow of an ominous eclipse, Arjun Devraj (Rahul Kohli) is a Soltari enforcer who will stop at nothing to pursue answers on the shape-shifting Car…
Housemarque just showed Saros during September’s State of Play, and it instantly pinged my radar. Four years after Returnal, the studio’s back with a third-person sci-fi shooter that looks like Doom’s heavy-metal attitude collided with Housemarque’s bullet-hell heritage. It’s PS5-exclusive, starring Rahul Kohli as Arjun Devraj on the shifting planet Carcosa, and it’s currently set for March 20, 2026. That’s a long wait, but the early footage makes one thing clear: this isn’t Returnal 1.5-it’s Returnal’s ideas re-wired into a more approachable roguelite.
Saros is set on Carcosa-yes, that Carcosa, a name loaded with cosmic-horror vibes—locked under an ever-present eclipse. You play Arjun Devraj, an enforcer trying to survive as the planet morphs beneath his boots. The hook is classic Housemarque: constant motion, clean hit feedback, and projectiles that demand reads, not face-tanking. Where Returnal made you live or die by your dash and discipline, Saros adds an absorb shield and timing-based parries, plus a clear mobility focus via an energetic dash that begs for aggressive repositioning.
The arsenal mixes human firearms with alien hardware—think punchy ballistics meeting weird, reactive tech. In the footage, weapon swaps feel snappy, with a satisfying cadence of dodge-absorb-counter that screams “get in the zone” rather than “hide behind cover.” It’s closer to stylish-action rhythm than cover-shooter attrition, which is exactly where Housemarque shines.
The planet itself is the wildcard. Die and Carcosa rearranges—biome routes shift, enemy groups shuffle, hazards re-seed. We’ve seen “procedural planets” promise the world before, but Housemarque’s track record (Resogun, Nex Machina, Returnal) suggests they understand how to craft play spaces that prioritize encounter flow over random clutter. If they nail enemy synergy and keep micro-goals readable, the rerolls will feel purposeful instead of chaotic.

I loved Returnal’s intensity, but it punished time-strapped players—run lengths ballooned, save friction caused headaches at launch, and progress resets could feel brutal. Saros looks like a conscious pivot: persistent progression between runs and a one-time “Second Chance” revive per attempt. That’s a big statement. It widens the audience without tossing out the studio’s identity.
The open questions: how meaningful is the meta? Are we talking incremental stat bumps and unlock trees, or transformative build-defining perks that change how you move and shoot? If the shield, parry windows, or dash economy can be tailored through meta choices, Saros could deliver that run-to-run evolution Returnal flirted with but rarely embraced. On the flip side, over-stacked meta progression risks trivializing the moment-to-moment stakes—especially for a studio famous for “don’t get hit” purity.

There’s also the matter of readability. The Doom-adjacent, high-contrast, demonic-industrial aesthetic looks slick, but Housemarque’s bullet-hell roots demand crystal-clear telegraphs. If UE5’s flashy particle storms and eclipse-soaked palettes muddy projectile clarity, even seasoned players will eat hits they feel they should’ve dodged. The trailer suggests they know this and are leaning on clean silhouette design, but we won’t know until we’re in the thick of it.
Housemarque says gameplay is targeting 60fps on standard PS5, with a PS5 Pro mode promising visual upgrades and faster loads. Great—60fps should be non-negotiable for a twitchy shooter. The UE5 flexes are obvious, with dense environments and punchy lighting. The question is how far they push things like ray-traced effects without sacrificing the studio’s frame-perfect feel.
Two things I’ll be looking for at launch: DualSense integration that actually matters (Returnal’s haptics and adaptive triggers were outstanding), and near-instant retries. If Carcosa reshapes after death, getting back into the action in seconds—not minutes—will make or break the roguelite loop. Housemarque knows this; the SSD should make it a non-issue.

PlayStation’s first-party slate thrives on variety, and Housemarque has quietly become Sony’s action lab. If Saros lands, it fills a gap: a pure, skill-forward shooter with enough structure to hook more than the hardcore. The Doom-inspired swagger is a nice change of tone too—Returnal was haunted isolation; Saros feels like a fight shouted back at the void.
Saros is Housemarque doubling down on speed and precision while easing the harshest edges of Returnal with persistent progression and a one-run revive. If enemy variety, clarity, and run pacing hit the mark at 60fps, this could be 2026’s must-play PS5 exclusive. If the meta gets mushy or the visuals muddy the bullets, the magic slips. I’m cautiously hyped.
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