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JUN 2026

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— Dispatches on Gaming, AI & Tech —
SUNDAY, 14 JUNE 2026

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079
Nº 040 ACTION · 05 MAY 2026 · 4 MIN READ

Housemarque Topped Themselves. Saros Is the Best Game They’ve Ever Made.

Saros launched April 30 at an 88 on Metacritic — Housemarque's career high. In a week when the industry has been burying studios, this is the other thing that happened.

// AUDIO NARRATION
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PLATE I.AI-GEN2026

Saros launched April 30. Housemarque’s new PS5 exclusive is sitting at an 88 on Metacritic and 91 on OpenCritic, based on dozens of reviews that came in before launch. That makes it the highest-rated game Housemarque has ever made — higher than Returnal, higher than Super Stardust, higher than anything in a catalog that goes back to the early ’90s. It’s a good week for them, and given everything else happening in the industry right now, it’s worth naming that directly.


If you played Returnal, you know the Housemarque formula: mechanically dense, visually striking, relentlessly uncompromising in ways that feel designed rather than punitive. Returnal came out in 2021, sold better than most people expected a PS5-exclusive roguelite to sell, won a BAFTA, and established the studio as one of PlayStation’s most genuinely interesting first-party assets after Sony acquired them later that same year. The acquisition cost Sony comparatively little by platform-holder standards. What they got was a studio with twenty years of arcade-heritage design philosophy that had just proven it could make something critically acclaimed enough to justify a $70 price tag. Saros is what happens when that team gets a second shot with institutional backing, a proven creative framework, and the confidence of knowing the audience exists.

The consensus from critics is that Saros is Returnal’s successor in the most direct sense — same bullet-hell roguelite structure, same emphasis on PS5 hardware (Push Square’s review specifically calls out the DualSense implementation), same approach to worldbuilding through environmental detail rather than dialogue dumps. What’s changed is the accessibility. The progression systems in Saros give players real footing between runs, which in Returnal was essentially absent. The difficulty curve — which in Returnal was less a curve and more a vertical drop in the first act — has been redesigned as a steep ramp that rewards persistence without demanding the specific tolerance for frustration that kept some players from finishing the earlier game. Reviewers describe it as Housemarque opening the door wider without changing what’s behind it. The inside of the door is still hostile. That’s the point.

Rahul Kohli leads the cast, and it’s a good fit. He brings a restrained intensity that suits this kind of game — someone who can carry a scene without stopping the momentum, who reads “this environment is actively trying to kill me” with the appropriate weight rather than the performative variety. The setting is a new sci-fi world that gives Housemarque room to do what they do best: build a place you understand by moving through it. The story, per reviews, reveals itself on Housemarque’s terms, which means slowly and without hand-holding, which is either the appeal or the obstacle depending on who you are.

The timing matters for Sony specifically. PlayStation’s exclusive lineup has been contested territory since the PS5 launch — the platform’s library has leaned heavily on established franchises rather than bold new IP. Saros is the argument that the studio acquisition strategy was worth it. Housemarque shipped one major title under Sony’s full institutional backing and landed the studio’s career high. Sony acquired them in 2021. This is the first full original they’ve shipped since then. A studio getting to make their best work matters, and it matters more when the surrounding industry is making it harder for that to happen.

A studio getting to make their best work matters, and it matters more when the surrounding industry is making it harder for that to happen.

The context matters and it’s worth naming directly. Last week we covered Iron Galaxy laying off up to 90 people and explicitly describing current market conditions as permanent, and Spiders Studio shuttered entirely following Nacon’s collapse — eighteen years of development ended in an April 28 announcement. Both of those are real and serious. The industry is still contracting, and the studios feeling it most are exactly the mid-tier developers who make the kinds of games that don’t get acquisition interest from major publishers. None of that has changed.


But Saros existing — and being this good — is also real. Housemarque got to do it. GameSpot gave it a 9. Push Square called it the studio at the peak of its powers. They’re not wrong. The game doesn’t compromise. It doesn’t explain itself. It gives you a world you understand by surviving it, difficulty that rewards rather than punishes, and a follow-up to Returnal that improves on everything that made Returnal worth the frustration. That’s a hard thing to pull off. If you own a PS5 and have any tolerance for games that demand something from you, this is the one. It will take something from you. That’s not a complaint — that’s the agreement.

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