Saros needs to stop pretending it’s a roguelike
Saros has been positioned as a spiritual successor to Returnal, sharing similar core gameplay elements while expanding on the formula with additional weapons, biomes, bosses, and world modifiers. Both games are third-person bullet-hell shooters set on alien planets with comparable ability systems and action-focused design.
However, according to critics, Saros has a structural problem: it presents itself as a roguelike despite not fully committing to that genre’s conventions. The game includes roguelike trappings such as repeatable runs and procedurally generated elements, along with gear and stat boosts players acquire during each venture. This packaging may lead players to approach the game expecting a traditional roguelike experience, particularly those familiar with Returnal’s roguelike structure.
The concern appears to be that the roguelike framing misrepresents what Saros actually is, creating a disconnect between player expectations and the game’s actual design philosophy. Rather than authentically embracing roguelike mechanics throughout, the game seems to use roguelike elements selectively, which can confuse players about the intended way to experience its content.