Saros developer doesn’t think Returnal ‘was such a difficult game’, but admits the team ‘put a lot more attention on the onboarding experience’ for its spiritual successor


  • Housemarque was aware of refinement Saros‘ onboarding experience
  • Mitja Roskaric, associate design director, admits as much Return took a while to get the hang of
  • The team has also made sure that the movement of the game is rewarding

Housemarque has said it paid more attention to refinement Saros‘ combat and the game’s onboarding experience, admitting that its predecessor, Return, took a while to learn to play.

Speaking to IGN as part of the outlet’s preview, Mitja Roskaric, associate design director at Housemarque, explained how the team developed the game’s so-called “bullet ballet” combat system by making the player’s constant need to move around rewarding.

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