Saros Makes a Difficulty Concession

2026-05-01T08:00:00+01:00 | 2-minute read

Fact Sheet
Original Title
Saros
Genres
Roguelite
Third-person shooter
Release Date
April 30, 2026
Length
HowLongToBeat: 18-21.5 hours
Reviews
Edge: 9/10
Eurogamer: 4/5
Gamespot: 9/10
OpenCritic: 87/100
Creators
Developer: Housemarque
Publisher: Sony Interactive Entertainment
Platforms
PlayStation 5: Digital

Website

With how much chaos is going on screen any given second, it’s surprising how both Returnal and now Saros remain crystal fair. Every beam, every orb, every ring communicates in both shape and color, and I just know when to do what. Visual clarity was essential in a game where one wrong move sent me back to the very beginning. But what role does it play in Saros, where I lose the primary currency but don’t have to restart in the first biome?

Saros

It makes the game much easier, there’s no avoiding that. It doesn’t make the game too easy, unless I mess with modifiers or rely on crossbows too much. And it makes the game much more replayable to me and, I assume, some others who felt both rewarded and exhausted when they were done with Returnal. When I finished Saros, it felt somehow less rewarding, but not only I wanted more, I had the energy for more. So I went in again and again: one more run in each biome, then one more run through them all to unlock just a little more of that insatiable progression matrix.

Saros

I’m always the one to encourage the trust in players, but Saros trusts me more than I can handle. I’m a player, of course I’m going to ruin my fun if you let me. I’ll exploit that one thing I’m decent at. I’ll raise the difficulty in the most non-consequential way to feel better about myself. I’ll pretend that it’s not the difficulty, it’s my skill improving and putting me in the flow. And I’ll realize what I’m doing too late, when I’m about to approach the final boss. Well, at least this time I have the capacity to fight him again later and get the true ending, so did I really ruin my fun?

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About Me

My name is Anton, I’m a video game creator who proudly overthinks tiny aspects of game design. Every week, I take a game I’ve been playing and find a detail that may often not be its main focus. But it still deserves love, doesn’t it? Besides these aspects, I pay special attention to general game flow and game feel.

When I play new games, I like to take notes. They often end up messy, and I can’t share them with anyone. I even have trouble reading them later myself! So now I turn them into cohesive posts that not only I but others can read. I also need every excuse I can get to play new games, old games I’ve never played, old games I have no excuse to replay as well as games outside my comfort zone.

I try to avoid spoilers for the newer games I bring up, but sometimes I see no better way to make a point. So if you don’t want to be spoiled, I recommend avoiding the posts on the games you haven’t played but plan to play.

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Way of the Hunter 2

Way of the Hunter

This Is the President

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killer7

Super Mario Galaxy

Half Life 2

Resident Evil 4

Device 6

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Nintendo

Capcom

Simogo

Treasure

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