Housemarque’s new title, Saros, has launched on PlayStation 5, sparking discussions regarding its approach to difficulty when compared to the studio’s critically acclaimed 2021 release, Returnal.
The debate centers on how game developers balance extreme challenge with player accessibility, a critical factor for titles within the “brutally hard” genre.

Released on April 30 for PlayStation 5, Saros is described as a spiritual successor to Returnal, developed by the same studio, Housemarque. The game aims to offer a more customizable experience for players. It introduces Carcosan Modifiers, allowing users to adjust challenge by altering specific stats and mechanics. Additionally, Saros features a skill tree for persistent progression and allows players to retain some upgrades and weapons across runs, a departure from strict roguelike conventions. Players can also fast travel to previously unlocked biomes. A new Soltari Shield mechanic permits players to absorb and interact with bullet patterns, offering new defensive and counterattack strategies unlike Returnal‘s dodge-only system.
In contrast, 2021’s Returnal was lauded as a “true next-gen experience” for the PlayStation 5 and remains one of the platform’s best-regarded titles. That game was known for its “quite difficult” and “unforgiving” nature, embracing strict roguelike elements where players lost most progress upon death. Its narrative was solitary and introspective, focusing on protagonist Selene’s personal journey.
The differences in design have fueled an ongoing discussion among fans and critics. Some reviewers find Saros to be fundamentally easier than Returnal, citing its cross-run progression and flexible difficulty options. Others argue Saros maintains a high level of challenge, with some even finding it more difficult due to new mechanics and combat pacing.
Housemarque has indicated a desire for Saros to be a more approachable roguelike, aiming to broaden its appeal. However, this shift has led to varied opinions on whether the changes dilute the roguelike experience or successfully refine the genre for a wider audience. The game’s difficulty has been described as sporadic and uneven by some, further contributing to the ongoing debate.


