In this review

The big picture

SAROS asks you to look at some of the projectiles heading towards Arjun Devraj and see an opportunity. His Soltari Shield can absorb hostile energy and feed a powerful counterattack, making selected enemy fire useful rather than merely something to avoid. It is a generous interpretation of people trying to kill you. Carcosa remains an appalling destination, but at least some of its inhabitants are contributing to the ammunition supply.

Housemarque's single-player third-person action game opened paid Digital Deluxe access on April 28, 2026, ahead of its April 30 full release. That was premium advance access, not development Early Access. It is a PS5 game with PS5 Pro enhancements, not a separate Pro release, and supports offline play. The central appeal is intense projectile combat with meaningful preparation between attempts, so a failure can leave more behind than a freshly improved vocabulary of complaints.

Reasons to look closer

Arjun can dash, jump, fight at close range and use human or alien weapons. The shield and Carcosan Power Weapon connect defence to offence: absorbed projectiles supply energy for a stronger response. Avoiding trouble and making use of it become different choices. The shield gives danger a potential purpose without making standing in front of everything an intelligent experiment.

A precisely timed parry can reflect certain projectiles to damage or stagger an enemy. The qualification is important. Certain projectiles are eligible; the game has not granted permission to treat every glowing object as a gift. Reading attacks remains essential, and the extra responses create a richer decision rather than one universal button labelled “no thank you.”

That is a promising foundation for players who enjoy understanding a crowded fight. Dashing gets you out of an attack's path, absorption turns suitable fire into a resource, and parrying asks for precise timing. The challenge is deciding what you are looking at before responding. A screen full of projectiles is considerably less helpful when you have classified all of them as “probably fine.”

Dying does not empty every pocket

The Armor Matrix uses collected resources to improve characteristics such as armour integrity, resource gain and power capacity. Progress also unlocks Second Chance, reviving Arjun after his first death. World Dial teleportation allows starting from previously unlocked biomes, and collected main and power weapons carry over after death. These progression systems change what another attempt means.

The next run can benefit from both better understanding and a stronger foundation. Returning to an unlocked biome also gives practice a more specific destination, rather than making the entire journey to the problem the evening's main activity. You can have a difficult encounter to learn without repeatedly treating the route there as an entrance examination.

That mixture will appeal to players who like demanding fights but dislike losing everything tangible when one goes badly. Others prefer a harsher reset where the only lasting upgrade is their own skill. Growing statistics can blur the line between mastering an obstacle and eventually outgrowing it. SAROS is more persuasive if you welcome both forms of progress, rather than regarding the second as cheating at the first.

Choose which problems you want more of

Carcosan Modifiers let you adjust the arrangement. Protection options can increase damage or improve shield use, while Trials can introduce weapon deterioration or disable progression benefits such as Second Chance or Armor Matrix enhancements. Helpful choices are balanced against added demands. You do not simply tick every pleasant box and ask Carcosa to become a more supportive workplace.

That flexibility recognises that difficulty has ingredients. Someone comfortable reading enemy attacks may dislike resource pressure; another player may want a tougher encounter while retaining a safety net. Choosing the combination lets preparation shape the challenge. It does not establish that the whole experience can become effortless, and a carefully chosen modifier still cannot notice an incoming attack on your behalf.

The eclipse brings another complication. It changes environmental hazards and introduces corrupted projectiles that reduce maximum armour integrity. The Power Weapon can cleanse that corruption, so the same tool supports both retaliation and recovery from deterioration. The ominous sky is consequently doing more than making the scenery look as though it has received very bad news.

The people at home are also concerning

Arjun, played by Rahul Kohli, pursues answers on Carcosa while Echelon IV characters gather around the Passage hub. Conversations, holograms and audio logs offer ways into the colony's history. The story and cast setup gives returning somewhere familiar a purpose beyond improving equipment and immediately leaving again.

That is a useful contrast to the fights. Another attempt can also mean another chance to understand a person or question what is happening around them. The crew's exposure to the eclipse brings the corruption into human relationships, so safety is not simply a geographical distinction between the hub and everything outside it. Better armour is reassuring. It does considerably less to explain why someone is behaving strangely.

Sam Slater's dark electronic score supports the hostile science-fiction setting. The combination gives SAROS an identity built around pressure and uncertainty rather than treating story as a brief interruption before the next wave. You can return stronger while still becoming less comfortable with the place you keep returning to.

Verdict

SAROS makes its strongest case through connections: enemy fire becomes power, failure contributes to progress and a return to the hub deepens the mystery. It suits players who want intense action with preparation and persistence between attempts, while still expecting to learn patterns and make careful decisions. The shield is not an exemption from concentration. It is a very elaborate way to tell certain enemies that their contribution has been received and will shortly be returned.

Sources

Information checked on 17 October 2026. Features, platform compatibility and editions can change.

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