Housemarque says it “created levels, art, design, and hand combat” and “kind of procedurally connected them” to create Saros’ ever-changing levels.


  • Saros features “hand-crafted” levels that were constructed “as a matter of procedure”
  • The appearance of levels will change each time players respawn
  • Art director Simone Silvestri says the team tested the game extensively to ensure “very good fluidity throughout the experience.”

Housemarque’s Saros features hand-crafted levels that will change every time you respawn, opening new paths leading to additional rewards.

In the 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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