7 Reasons Saros Struggles With Its Roguelike Identity
By

When Housemarque declared 'ARCADE IS DEAD' after Matterfall’s 2017 release, the studio signaled a dramatic shift. The result was Returnal, a critically acclaimed roguelike third-person shooter that merged the chaos of arcade shooters with permadeath and procedural loot. Now, Saros—Returnal’s spiritual sequel—finds itself in a strange limbo: it is technically a roguelike, yet every design choice seems to resist the label. Developers speak in evasions, calling genre 'ephemeral' and admitting only to 'rogue elements.' So why does Saros exist as a roguelike if it doesn’t want to be one? Here are seven key facts that unpack this dilemma.
Tags:
Related Articles
- Civilization 7’s ‘Test of Time’ Update Set to Overhaul Divisive Mechanics This Month
- Pokémon Cryptic Crossword Dominates 2026 Puzzles, Dethrones Wordle as Daily Obsession
- GameStop's Audacious $55.5 Billion eBay Bid Raises Financing Doubts
- Your Ultimate Guide to the Next-Gen Xbox Cloud Gaming Controller: Features, Setup, and Optimization
- Target Slashes Prices on Hori Switch 2 Controllers and Accessories
- How to Master Empulse: A Step-by-Step Guide to the New Movement Shooter from 1047 Games
- How to Understand PlayStation's New Exclusive Strategy for Narrative Single-Player Games
- Top Tech Deals: Massive Savings on Galaxy Tabs, S26 Ultra Bundles, and More