Our Verdict
A little more forgiving but still just as hostile and relentless, Saros is a worthy companion piece to Returnal and another terrific first-party showcase for PS5. It successfully builds on Housemarque's unique talent for beautiful bullet patterns, creepy tentacles and pulse-pounding action that makes you feel in danger while being the danger at the same time.
For
- Retro gunplay and Sony polish
- A finely balanced challenge
- Good weapon & ability upgrades
Against
- Frustrating alt-fire input
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Publisher Sony Interactive Entertainment
Developer Housemarque
Release date 30 April 2026
Format PS5
Platform Unreal Engine 5
Saros is releasing as PS5 enters its sixth year, and you still hear people saying that this console generation hasn't really begun, the irony being that some are also doubtful that the same hardware can run GTA 6. Yet I would argue the game that really sealed the deal as a proper new must-play current-gen exclusive was Returnal. Now, exactly five years to the day later, its creator, Housemarque, having since become a Sony first-party studio, is hoping to strike lightning again with Saros.
While Returnal's AAA production values marked a significant leap for the Finnish studio, which previously specialised in more indie-level arcade-style games (but no less visually impressive, such as PS4 launch title Resogun), its unwavering commitment to hardcore gameplay set it apart from Sony's stable of cinematic blockbusters with a more mainstream approachability. In that context, Saros is in some ways more iterative, with some of its edges softened.
Although not a direct sequel, Saros nonetheless has interesting parallels with Returnal. This is also set on a hostile alien planet, Carcosa, which mysteriously changes its layout upon death. Besides its very hostile enemies, the planet's sun is a strong visual theme that surely mirrors the moon's narrative significance in Returnal. Similarly, protagonist Arjun Devraj, an enforcer who has come to Carcosa after all traces had vanished from three other teams that were previously dispatched by mega-corporation Soltari to colonise and mine the planet's resources, has his own reasons behind taking this mission, with a backstory overlapping with visions (or dreams?) delivered as quick cuts of cryptic imagery.
Even the studio's creepy custom tentacle tech returns, meaning you'll face many foes with very organically simulated limbs. I also wouldn't be surprised if the team took inspiration from the new Doom games, when activating a solar eclipse causes the world to transform into a scorching hellscape with tougher enemies.
Not just Returnal with a new look
If Saros was simply more of Returnal, that would be no bad thing given the latter still stands as one of the best PS5 exclusives. The hardware features are also once again made excellent use of so that you feel the forceful haptics of every shot fired, hear all the hostile sounds surrounding you with 3D audio, and be blown away by the sight of your eviscerated foes exploding into a shower of beautifully lit particles that could be mistaken for fireworks.
Of course, the good news is that there is much more to Saros than meets the eye. This may be a hostile world, but this game's motto is also about coming back stronger, in reference to its more roguelite approach of permanent progression, as well as being able to unlock the ability to instantly revive after dying once. A teleport system also means you can get straight to the newest biome without having to repeat the initial areas again, though having been able to incrementally raise your base stats means you do actually stand a chance compared to other roguelikes that have level-skipping features.
It's still worthwhile starting from the opening Shattered Rise, not just because you'll obtain more powerful weapons and find more artefacts that you can equip for additional buffs, but advancing the story also unlocks new abilities that open up paths you couldn't reach the first time - all the better to tool you up even more if you're struggling against the latest boss. It also feels less like a chore of having to replay earlier biomes since you know you can bank more resources to upgrade Arjun, while there's a simple joy of blowing away earlier enemies in one or two hits to appreciate how you've grown.
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How Saros improves on Returnal
In addressing some criticisms directed at Returnal, where crossing a 3D action game with bullet-hell attack patterns can make readability a challenge, Saros solves this with even wilder swings, such as taking inspiration from Treasure's classic Ikaruga. So instead of just trying to navigate 3D space to dodge all incoming fire, you can activate a shield that absorbs blue projectiles, which in turn charges up your power weapon (which does as it says on the tin). Taking a leaf from the latest Doom instalment, The Dark Ages, you'll even be able to parry red projectiles back at enemies.
With the variety of mechanics on offer (including riffing on Gears of War's active reload), you'd be forgiven for not making the most of everything. I often found myself overlooking my primary weapon's alt-fire mode, mostly because it was activated by holding down the L2 adaptive trigger halfway. It's personally too subtle an input when you're already running and gunning at a relentless pace.
Still, it's a small complaint when the rest of the package is so satisfying, like pulling L2 all the way back to activate power weapons that feel like they could level whole structures. There's an ecstatic push-pull between challenge and accomplishment where things can get overwhelming, but you can also feel so damn powerful in return. Yes, Saros will beat you down, but you'll come back stronger, including a stronger love for it.
out of 10
A little more forgiving but still just as hostile and relentless, Saros is a worthy companion piece to Returnal and another terrific first-party showcase for PS5. It successfully builds on Housemarque's unique talent for beautiful bullet patterns, creepy tentacles and pulse-pounding action that makes you feel in danger while being the danger at the same time.

Alan Wen is a freelance journalist writing about video games in the form of features, interview, previews, reviews and op-eds. Work has appeared in print including Edge, Official Playstation Magazine, GamesMaster, Games TM, Wireframe, Stuff, and online including Kotaku UK, TechRadar, FANDOM, Rock Paper Shotgun, Digital Spy, The Guardian, and The Telegraph.
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