There are certain games I admire more than I enjoyed playing, like liking the idea of a fruit bowl more than finishing all the fruit, aesthetics over function. 2021’s Returnal falls into that category.

I could appreciate what the developer Housemarque was doing. The atmosphere was deliciously thoughtful; the combat was unlike anything else on the PS5 at the time and the technical achievement was obvious from the moment you picked up the controller. Unfortunately, the difficulty quickly got the better of me and after one too many failed runs, I accepted defeat and moved on to easier conquests.
This is why I approached their new game, Saros with a mixture of excitement and a fair bit of caution.
On paper, it looked like another Housemarque roguelite; a roguelite is a game that typically has procedurally generated levels and some form of death that often makes you restart like Hades, Dead Cells or the first PS Plus game I played, Rogue Legacy, complete with fast-paced combat, alien worlds and a gameplay loop built around dying repeatedly.
Thankfully, Saros feels like the best parts of Returnal, retaining much of what made it special, and also making meaningful changes that make the experience more approachable with a few dollops of difficulty for good measure.
Set on the mysterious planet Carcosa during a permanent eclipse, Saros follows Arjun Devraj, a Soltari Enforcer investigating a lost colony. The story is easier to follow than Returnal’s obscure cryptic narrative, with enough mystery to keep you invested throughout the campaign.
Rahul Kohli does an excellent job bringing Arjun to life and helps anchor a world filled with strange creatures and unexplained events. I’m also kinda chuffed with the representation as I have another Indian to cosplay at comic-con other than Dhalsim.
Gameplay
Combat is built around constant movement so standing still for even a few seconds is usually a bad idea, especially when enemies begin filling the screen with projectiles. You’ll spend most encounters dodging attacks, managing cooldowns, using abilities and looking for opportunities to strike back. It had a very rock paper scissors feel to it and in some strange ways, reminded me of the Dead or Alive fighting game series with its punch, kick, throw mechanic.
The gunplay remains one of Housemarque’s biggest strengths. Every weapon feels distinct and experimenting with different loadouts becomes part of the fun. Some players will find a favourite early on, but the game does a good job encouraging you to step outside your comfort zone. I recently replayed Gears of War and in spite it being my third playthrough I stuck with my usual loadout, whereas in Saros I found myself constantly swapping out weapons and more.

The biggest improvement compared to Returnal is how Saros handles progression.
Death didn’t feel like a punishment, as almost every run contributed to my long-term growth. Permanent upgrades, weapon enhancements and character improvements carry forward, ensuring even failed attempts feel worthwhile. There were plenty of occasions where I lost a run but still walked away feeling like I had accomplished something. It reminded me a lot of Ratchet & Clank, which is one of my top ten videogame franchises. In Ratchet and Clank, your guns keep gaining experience as you use them so even when you die, your weapons keep getting stronger over time.
Dying in Saros is still a regular part of the experience, especially during tougher boss encounters, but each run leaves you slightly better prepared for the next one. The result is a progression system that keeps frustration levels in check while still maintaining tension.
The procedural elements also work well. Areas change between runs; enemy encounters remain unpredictable and new paths open as you progress. While repetition is unavoidable in a roguelite, Saros does enough to keep things feeling fresh throughout its campaign.
Boss encounters deserve praise because they are challenging but not in an unsurmountable way. I died a lot while facing them but channelled my inner Gabby Dollhouse whenever the game restarted and said to myself that I just did not defeat them yet! I never felt the game was ever wasting my time as defeat sometimes revealed a new way to attack or allowed me to unlock an upgrade that made the next attempt more manageable.
Graphics & Presentation
Saros is a beautiful game. It’s the type of game that makes you draw the curtains and sit in darkness so you can experience the warm glow of the world. It has an identity and atmosphere that feels both beautiful and a little unsettling. The environmental detail is excellent throughout, while particle effects and lighting combine to create some memorable combat encounters. There’s a lot happening at once so it might be best to not play immediately before bed, especially if you’re over 40 like me.

Performance remains consistently smooth, even during the busiest battles. The DualSense implementation is among the best on the PS5, adding meaningful feedback without feeling gimmicky.
Value for Money
Considering the length of the campaign, the replayability built into the roguelite structure and the amount of progression available through repeated runs, there’s plenty of value on offer here. The game retails for R1 499 on the Standard edition, and R1 299 is the cheapest I’ve seen it on Koodoo.
Final Verdict
What impressed me most about Saros is that it refines the roguelite formula in ways that make the experience more enjoyable for a wider audience.
The combat remains excellent, the progression system respects your time and the world is interesting enough to keep you pushing forward run after run. Most importantly, it’s a game that understands the difference between challenging players and punishing them.
8.6 Score
Pros
- Excellent combat
- Progression system makes every run worthwhile
- Strong world-building and atmosphere
- Great use of the DualSense controller
- More approachable than Returnal
Cons
- Some repetition is unavoidable
- Story occasionally takes a back seat to gameplay
- Still presents a challenge for newcomers
Final Verdict
What impressed me most about Saros is that it refines the roguelite formula in ways that make the experience more enjoyable for a wider audience. The combat remains excellent, the progression system respects your time and the world is interesting enough to keep you pushing forward run after run. Most importantly, it's a game that understands the difference between challenging players and punishing them.
Review: Saros
MJ Khan
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Recharged is an independent site that focuses on technology, electric vehicles, and the digital life by Nafisa Akabor. Drawing from her 18-year tech journalism career, expect news, reviews, how-tos, comparisons, and practical uses of tech that are easy to digest. Nafisa is a traveller at heart, having been to 46 countries and counting. Find her unique travel tips and tricks on TikTok alongside tech & EV content.



