Saros: housemarque finally addresses returnal's save gripes
Housemarque is attempting to course-correct after the divisive launch of Returnal. Their upcoming PS5 exclusive, Saros, launching April 30th, arrives boasting auto-saves and multiple save slots – features conspicuously absent in its predecessor, and a point of significant player frustration.

A lesson learned in roguelike design
The studio's creative director, Gregory Louden, acknowledged the feedback, stating the team recognized that while players appreciated the core gameplay loop of Returnal, many were deterred by its unforgiving save system. “We learned that people really loved what we created,” Louden explained, “but the feedback we did get is that more players wanted to love Returnal; they wanted to get further.” This realization spurred a re-evaluation of difficulty and progression mechanics in Saros, aiming to provide a more accessible, yet still challenging, experience.
Crucially, this isn't about dumbing down the gameplay. Saros retains the demanding action sequences that define Housemarque's signature style. However, the addition of permanent upgrades, a second-chance revive mechanic, and customizable “Carcosan Modifiers” – allowing players to fine-tune the difficulty – offer avenues for adaptation and progress. The ability to abandon a run and return later, picking up exactly where you left off, is perhaps the most significant change for those still reeling from Returnal’s launch constraints.
The design team also focused on session lengths. Each run in Saros is capped at roughly 30 minutes, with most playtests clocking in around 20. “It’s a challenging experience, but every time someone dies, we want them to bring something out of it,” notes associate design director Mitja Roskaric. “Even if it’s not a resource to level up, maybe it is a lesson from that run. And if it’s a short run, it’s easier to get more lessons in a frequent cadence.” The implementation of multiple save slots further reinforces this commitment to player flexibility. “With Returnal, I always had to clear my saves to start over,” Roskaric confessed. “Now we have a couple available from the get-go, so I can have multiple runs of the game at the same time. It was very, very critical for us.”
Ultimately, Saros represents a considered response to player criticism. Housemarque isn’t sacrificing its commitment to challenging action, but it is demonstrably prioritizing player agency and accessibility. The changes suggest a shift towards a more player-friendly roguelike experience, one that should broaden the game's appeal without diluting its core identity.
