Saros, a new IP from every bit as challenging as Returnal, for better or worse, though developers likely factored this in when considering the barriers to entry that Returnal faced.
Housemarque has laid out a few details about the differences between Returnal and SAROS, but what it chooses to carry over could be just as important. The strengths of Returnal's cryptic and ominous ambiance, story, and universe certainly seem to be a highlight based on the trailer for SAROS, and it's also likely that Housemarque has advanced its utilization of PlayStation's DualSense adaptive trigger and haptic technology. The death cycle feature will also come back in a new and improved way, and the combat promises to be every bit as dynamic as Returnal.
Why The SAROS Reveal Promises A Return(al) To Form
Death Cycles Are A Given, But Adaptive Triggers Are A Must
While Saros promises to be a different game in many respects, improvements to some of Returnal's incredible gameplay could be the most exciting aspects. One feature that obviously will return based on the trailer alone is the roguelite death cycle mechanic that restarts players at square one after they inevitably perish to challenging enemies. This was a divisive yet defining feature of Returnal and appears to be a core part of Housemarque's formula. The death cycle in SAROS is likely connected to the ominous eclipse occurring on Carcosa, the main planet and setting for SAROS.

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Similar to Returnal, the world of Carcosa will also change at the beginning of each cycle, a key gameplay feature that introduces a major layer of challenge and complexity as new maps completely disorient players. Despite the trailer not including any actual gameplay footage, there's also a high likelihood that the maps in Saros will be randomly generated "rooms" or sections that lead toward an eventual boss, with various new environments, such as desert terrain. Most importantly, Saros needs to integrate haptic and adaptive triggers into gameplay in a major way, improving upon the impressive integration in Returnal.
All Known Changes To Gameplay In SAROS (So Far)
SAROS Features Permanent Resources & Improved Progression
Housemarque has listed a few details about its IP and pointed to some key gameplay updates from Returnal's formula. This includes "permanent resources and progression, making every death valuable." This means that, unlike Returnal, the upgrades made to a loadout in each playthrough carry over across each death cycle. This is a major change that might compensate for some of the barriers to entry that Returnal faced, where many players tapped out after dying a few times and having to start back at square one. Upgrades carrying over across cycles equates to a better sense of progress.

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While Returnal had a form of suit and weapon upgrades, the process for acquiring them was challenging and was a further barrier to entry for many players. Saros will also have upgradable weapons and suit parts, but the wording of Housemarque's announcement implies that players will select these upgrades at the start of each cycle:
"After every death you will face a changed world, but in SAROS you will be able to choose and permanently upgrade your loadout from an evolving set of weapons and suit parts to 'come back stronger.'" - Housemarque
If true, this would be a big change from Returnal that would likely bring in a swath of new players who couldn't get past its initial challenge. Either way, the new gameplay mechanics in Saros are probably aimed at finding a balance between carrying over the beloved aspects of Returnal, while also removing some of its punishing barriers to entry.
SAROS Can Take Returnal's Formula To The Next Level
Returnal's Gameplay Is Ripe For Evolution
Above all, Saros has the opportunity to be an improved and evolved version of Returnal. The game needs to be challenging in ways that honor the original formula but also remove or reimagine the more frustrating mechanics. The most exciting aspect of SAROS is the opportunity to bring back innovative controls that utilize adaptive trigger technology, another defining feature of Returnal that took full advantage of the DualSense capabilities. For some reason, most PS5 games have still not managed to incorporate DualSense functionality in meaningful ways, and Returnal remains a benchmark for the technology even after all this time.

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While Saros is not a sequel to Returnal, it will share much of the core gameplay functionality and hopefully take things to the next level. Saros has the potential to be one of the most impressive PS5 games yet, and removing barriers to entry seems to be high on Housemarque's priorities based on some of the newly announced mechanics. When Saros releases on PS5 and PS5 Pro in 2026, it could take the world by storm, as long as it brings back some of Returnal's most beloved features.
Source: Housemarque, Housemarque Games/YouTube

PlayStation 5
- Brand
- Sony
- Original Release Date
- November 19, 2020
- Original MSRP (USD)
- $399.99 (Digital Only), $499.99 (Disc Drive)
- Weight
- Digital Edition now weighs 3.4 kg & base version weighs 3.9 kg