Saros developer doesn’t think Returnal “was that difficult a game,” but admits the team “paid a lot more attention to the onboarding experience” for its spiritual successor


  • Housemarque paid attention to refining Saros‘integration experience
  • Mitja Roskaric, deputy design director, admits that Back it took a while to understand
  • The team also ensured that the game’s movement felt rewarding.

Housemarque said it pays more attention to refining Saros‘ the combat and integration experience of the game, admitting that its predecessor, Back, it took a while to learn how 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 “ballet” combat system by making the constant need for the player to move rewarding.

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