Housemarque returns with Saros, a third-person shooter that directly draws from Returnal but with a more approachable focus. Its hallmarks are breakneck action, roguelite progression, and an atmosphere of cosmic horror inspired by The King in Yellow. The novelty: an infernal cycle for the protagonist that now allows breathing room between biomes.
Shorter cycles and permanent progression: the relief technique 🎮
The most notable change is in the design of its runs. While Returnal demanded 2 to 3-hour sessions with no save option, Saros introduces checkpoints per biome and permanent progression systems that reduce each cycle to about 30 minutes. This translates into a more digestible experience without losing the tension. Technically, the graphics engine maintains the high performance and particle effects that characterize the studio, albeit with denser and more oppressive lighting, in line with its Lovecraftian theme.
Less punishment, more coffee break ☕
In the end, Saros seems like Returnal's little brother that actually lets you go to the bathroom without losing your game. Purists of suffering will miss that feeling of the game personally hating you, but the rest of the world will be able to enjoy cosmic horror without having to plan their social life around a cycle. Even the clumsiest will be able to die with dignity and in less than half an hour.