Saros alien shooter’s relentless strafing leaves players with aching thumbs

When you die on the alien planet Carcosa, your body is reconstituted from a pool of alien goo – and the experience leaves you stronger than before. This is the core of Saros, the latest PlayStation 5 exclusive from Finnish developer Housemarque (the studio behind Returnal), published by Sony Interactive Entertainment and due for release on April 30, 2026. In a genre that often punishes failure by sending you back to the start, Saros flips the script: death is not a reset but a currency. You trade whatever you found out in the field for armour upgrades, more health, extra damage output and other permanent treats before heading back into a world that has already shifted.
The combat that greets you on Carcosa is frantic, messy and utterly unglamorous. As Arjun Devraj – a Soltari enforcer played by Rahul Kohli – you are a fast-moving spaceman capable of firing thousands of bullets per minute while dodging thousands of painful spherical projectiles launched by robot-esque aliens. This kind of action is sometimes described as a “bullet ballet”, but ballet is graceful and purposeful; this is pure panic and instinct. It is more like bullet-crossing-the-motorway-in-your-pyjamas or laser-beam hopscotch. Every encounter is desperate – you hop, dash and try not to embarrass yourself as what looks like the entire contents of an alien ball pit bounces toward your face and laser beams lick at your heels. Housemarque has built on Returnal‘s foundations with a more refined combat system: you can absorb blue enemy projectiles to power up your weapon, dodge yellow ones and parry red ones, encouraging an aggressive, fluid playstyle that keeps you constantly in motion.
The Loop: Fight, Die, Upgrade, Repeat
One minute you are amazing, invincible. The next you are blundering, cringe, dead. But death is where the game truly begins. Whenever you die planetside, Devraj reconstitutes in that alien goop, and you return to a hub area called “The Passage” to retool and recuperate. The unmapped wilds you left behind reconfigure and morph each time you die – different weapons, attribute boosts and planetary layouts await, while the enemies stay the same. The game sets a steady rhythm: a run typically lasts 20 to 30 minutes per biome, short enough to feel manageable but long enough to build tension. That little upgrade break after every run is a boost that gets you back out there feeling more confident than before. Saros is a punishing game, but not insurmountable, and there is something delicious about heading back to earlier areas when you are all souped up and can mow down everything you find. Unlike many roguelikes that force you to start from scratch, Housemarque has woven in permanent progression systems – you upgrade Devraj’s loadout, weapons and suit enhancements over time, making each death a step forward rather than a step back.
This “fight, die, repeat” loop is anchored by a narrative that refuses to punish you for failing. In most games, success moves the story forward, but Saros drip-feeds its narrative whether you live or (repeatedly) die. The story feels a little disjointed as a result, but it stops you from feeling like you are head-butting a wall when you find yourself struggling. The game establishes a theme around obsession early on and keeps hammering it home – a smart anchor for the cyclical nature of death and rebirth. You might not connect with Devraj on a personal level, but the story puts you in his mindset. The cast – particularly Jane Perry as the commanding officer – do a great job of making you want to know more about the characters despite the staccato delivery of the plot. The planet Carcosa itself is a character: a hostile world under a perpetual solar eclipse that constantly reshapes the landscape, with mangled, blackened trees, crimson flowers, ruins of an ancient civilisation, statues contorted in pain and tearing at their marble skin, metallic tunnels deep underground, and chasms of impossible size snaked with cables. The environment has a House of Leaves quality, shifting and changing in ways clearly not built for humans, and draws inspiration from Robert W. Chambers’ 19th-century anthology The King in Yellow. Unlike Returnal‘s solitary focus on personal trauma, Saros explores more interpersonal dynamics, with dialogue between NPCs and a deeper look at the psychological strain on the expedition crew.
Kohli gets a couple of moments that show his range, and early reviews have described his performance as captivating and award-worthy. Unfortunately, you spend so much of the game staring at the back of his head while he fires a shotgun (or rifle, or explosive projectile launcher) that most conversations feel poorly framed, emotionless and static. You only get to see that range in cutscenes toward the end. It is a weird blemish on an otherwise well-presented game – but if more dynamic conversations had to be sacrificed to make room for the action, Housemarque likely made the right call.
The Guns: Fireworks Through a Kaleidoscope
Because the guns, oh the guns. Every time you pull the trigger, it is like watching a firework show through a kaleidoscope or seeing Thor smack an anvil in Valhalla. Every fight is busy with sparks, dust, debris and liquid heat. The game features a diverse arsenal, each weapon with primary and alternate fire modes. There are pistols with ricocheting bullets, shotguns that create a wall of hot pellets before spitting them out, and “ripsaws” that fly out and spin in their targets, dealing damage over time. Weapon variants and perks are randomised per run, forcing you to adapt your loadout on the fly. You must switch between fire modes to adjust to the situation in front of you, all while dodging, jumping and grappling through a wall of death. The DualSense controller is used extensively – adaptive triggers provide distinct resistance for different weapon functions, and haptic feedback conveys the weight of each shot and the shock of impact.
There is so much happening during the action that you learn to focus on the centre of the screen, relying on reflexes and peripheral vision to take it all in simultaneously as the scene explodes. Saros asks a lot of you – you will strafe until your thumbs hurt – but it taps into something primal, pulling you into a flow state where even a screen full of flaming orbs spat by towering hostile aliens no longer seems that big a deal. Developed using Unreal Engine 5 with a bespoke particle system and fluid simulations, the game is also enhanced for the PlayStation 5 Pro. The dark electronic score, composed by two-time Grammy Award-winner Sam Slater, and the atmospheric 3D audio soundscapes complete the sensory immersion. With pre-orders offering the “Hands of Shore Armor” and a Digital Deluxe Edition providing 48-hour early access plus three Enforcer suits inspired by Returnal, Ghost of Tsushima and God of War, Saros is shaping up to be a polished, approachable and significantly less punishing spiritual successor to Returnal – one where death is not the end, but the beginning of a better run.



