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Saros

· · Games · 2026

Saros keeps the Returnal chassis Housemarque already proved, then spends eight or nine hours asking you to care about a soap-opera marriage plot dressed in borrowed cosmic horror. The guns feel great. The story should have stayed on daytime TV.

You land on Carcosa, an alien world locked under a planet-wide eclipse. The Soltari Corporation sent expedition teams to colonize and harvest Lucenite, then lost contact. You play as Arjun, a corporate Enforcer sent to find out what happened while chasing a private agenda of his own. Explore biomes, fight through nightmare fauna and robots, die, wake up at base with no clean explanation, and run it again. The planet corrupts whoever stays. Each loop reshuffles the twisted map. That is the Housemarque roguelite contract, and the combat side of the deal mostly holds.

Moment to moment, Saros is fast and mean. You dodge, block, and parry projectile storms while dumping your own fire downrange. Weapon variety matters. A lucky drop can decide a run. When the crossbow shows up, take it. It is the best gun in the game. Lucenite and Halcyon fund suit upgrades back at base. A modifier system lets you tilt runs easier or harder. None of that is the problem. Saros is weird in a different way: it is not a bad game, and several design choices still keep it from being a great one.

Arjun has the emotional range of a vending machine. I do not pin that on Rahul Kohli alone. The writing gives him almost nothing to play. Across the campaign he watches crewmates crack, digs up evidence of prior teams driven mad, and comes face to face with what this planet did to his wife, and his voice stays parked in the same low gravel. Clear a fight and he mutters that he needs to find her. Every few scenes he opens a crack, then snaps back to the same flat answers. The planet is supposed to be rewriting him. On a one-note performance, that corruption never lands. Kohli sounds like he is aiming at a Ben Starr impression and missing the mark.

The structural bet behind the plot is a slow burn of audio logs and oblique chatter, with almost all the emotional cargo saved for late reveals that are meant to justify the wait. The bet fails. Those reveals arrive in dialogue stolen from the most generic romance-movie binder you can buy, and the first half never built the investment the third act tries to cash. Small details make it worse. Your health stat is labeled “Integrity.” Once the late game dumps Arjun’s past on you, that label turns into a cringe button every time the meter drops in a firefight.

Then there is the King in Yellow problem. Saros leans hard on Robert W. Chambers’ 1895 collection as lore scaffolding. That book is a pillar of cosmic horror, the line that fed Lovecraft and a century of weird fiction after him. Borrowing it raises the ceiling on what the writing has to deliver. Chambers built Carcosa as a place that breaks minds. Saros uses the names and the posters, then spends the philosophical budget on earthbound marital drama. Yes, the couple needs to work their stuff out. You are also on an alien world actively trying to kill you. Priorities.

Carcosa is one of the most visually ambitious places Housemarque has built. Biomes lean into Hindu religious iconography and what I will call hand horror, and a lot of it looks striking. Presentation still fights the art. Dialogue face models lack the fidelity to sell the emotions the scenes ask for, and the jank sits in the frame. In combat, particle storms of blue, yellow, and red eat the enemies you are supposed to read. Light sources cling to most of them. I cannot see what I am fighting. The in-game bestiary invites you to study each creature. That invite dies the second the bullet hell turns the fight into a light show.

A typical zone run lasts about twenty minutes of traversal, encounters, and loadout building before the boss at the end. First meeting, that boss will probably kill you. Back to headquarters. Rerun the zone. Try again with a couple of base upgrades. For some players that loop is the genre. Here the bosses play like bullet sponges: circle the arena for minutes with the trigger held down while your hands cramp. Getting back to them starts to feel like chores. Late game I was hoping each boss was the last. When you want the credits more than the next fight, something is broken. Suit upgrades after death still hit like a little dopamine drip, but they rarely make you feel that much stronger. Most runs are anxiety with a timer: one clean clear, or another twenty to thirty minutes in the same hallway. Skip the extra caffeine before you play. The music is intense, the combat is intense, the biomes are unnerving, and you are already sweating the death. This is not a kick-back game.

One late-game gag stuck with me for the wrong reason. Light beams let you ride a ray across the map in a way that looks and plays a lot like hopping the electrical wires in Super Mario Odyssey. Once you see it, you cannot unsee it.

Saros costs $70 in the United States. Fun combat cannot carry a weak story that props itself on legacy cosmic horror and never pays the rent. Made for the backlog. The game is not worth seventy. Forty or thirty would feel closer to honest. Wait for a sale if you still want the loop. Anyone who showed up for the prestige cosmic-horror pitch the marketing sold should cut their expectations hard.

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