Reviewers Praise Saros' 3-Ship Carcosa Saga and Dense Roguelike Systems
Updated
Updated · Aftermath · May 12
Reviewers Praise Saros' 3-Ship Carcosa Saga and Dense Roguelike Systems
2 articles · Updated · Aftermath · May 12
Gita Jackson and Chris Person said newly released Saros has held their attention nonstop, praising Housemarque's latest for marrying fast combat with a web of interlocking systems.
Returnal's successor is described as more generous rather than simply easier: players can restart from biome 1, stack proficiency into the low 40s, or add Carcosan Modifiers to make runs harsher.
Housemarque's design drew praise for corrupted artefacts, eclipse mechanics, distinct weapons and heavy DualSense use, though the haptics were said to drain controller batteries quickly.
The pair framed Saros' story as a 3-ship corporate disaster on Carcosa, borrowing mood from The King in Yellow, Event Horizon and Spec Ops: The Line without closely adapting them.
Rahul Kohli's performance and the game's audiovisual style were highlighted as key strengths, even as the reviewers said its literary references work more as atmosphere than deep narrative development.
With developers speaking at Nordic Game, what future challenges await players in 'Saros'?
Has Housemarque found the perfect formula to make brutally difficult games fun for everyone?
Does 'Saros' truly capture the infectious madness of its literary horror inspiration?