Housemarque says it ‘handcrafts levels, art, design, and combat encounters’ and ‘sort of connects them in a procedural case’ to create Saros’ ever-changing levels


  • Saros contains “handcrafted” levels that were built “in a procedural matter”
  • Levels will change in appearance each time players respawn
  • Art director Simone Silvestri says the team tested the game a lot to ensure “a really good flow across the experience”

Housemarque’s Saros features handcrafted courses that will change each time you restart, opening up new paths that lead to additional rewards.

In PlayStation Blog’s hands-on preview for Saroscreative director Gregory Louden and art director Simone Silvestri discussed the game’s core features at length, including the game’s roguelike mechanics.

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