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AllTopicsToday > Blog > Gaming > Saros Doesn’t Like Being a Roguelike, So Why Is It One?
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Gaming

Saros Doesn’t Like Being a Roguelike, So Why Is It One?

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Last updated: May 9, 2026 1:05 am
AllTopicsToday
Published: May 9, 2026
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“Arcades are useless,” developer Housemarque immediately declared in all caps on his weblog shortly after the discharge of Matterfall in 2017.

This candid manifesto defined that the crew noticed no future in creating arcade video games, which they’d specialised in for over 20 years, and had been shifting to a different style. Returnal is the results of this variation in focus, taking the aesthetics and chaos inherent in Housemarque’s home fashion and throwing all of it right into a roguelike third-person shooter. It was a cult hit that garnered essential acclaim, however Returnal’s religious sequel, Saros, appears to denounce Housemarque’s illustrious foundations by shunning the very style wherein it had simply discovered a lot success. By stripping away its roguelike parts with the intention to broaden its attraction, Saros is an incongruous recreation that appears vaguely ambivalent to its predecessors.

Given the collection of ranges that cycle by totally different threats, randomized weapons, sources, and perks, Saros is technically a roguelike, even when Housemarque is speaking genre-specific. In an interview with Sport Informer, artwork director Simone Silvestri mentioned that the labels are “short-term” and “troublesome for.” [him] Housemarque “wasn’t making an attempt to belong to or insurgent in opposition to any explicit style.” Inventive director Gregory Luden was equally elusive in the identical interview, though he acknowledged there have been “parts of fraud.”

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