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Is Saros Easier Than Returnal? Honest Difficulty Comparison

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Arjun Devraj using the Soltari Shield to absorb projectiles in Saros on PS5.

Saros is the new PS5 roguelike shooter from Housemarque, the same studio behind Returnal, and the question every player is asking is simple: is it actually easier? The honest answer is more nuanced than a yes or no, and it very much depends on what you found hard about Returnal in the first place. Here is a full, balanced breakdown of how the two games compare on difficulty.

Saros Difficulty Overview

The Armor Matrix permanent upgrade menu in Saros, showing various skill tree paths.
Image Credit: Housemarque / Sony Interactive Entertainment
DetailInformation
DeveloperHousemarque
PlatformPlayStation 5 exclusive
Release DateApril 30, 2026
Early Access48 hours early with Digital Deluxe edition
GenreRoguelike third-person shooter
ProtagonistArjun Devraj, voiced by Rahul Kohli
Number of Biomes8 (compared to Returnal’s 6)
Early Review ScoreAround 88 on Metacritic

The Short Answer

Saros features more moment-to-moment mechanical complexity than Returnal, which means you will likely die more often in the early hours. However, it is ultimately easier to complete because of a significantly more generous permanent progression system. Whether that makes it feel easier in practice depends entirely on your playstyle and how far you got in Returnal.

What Makes Saros More Complex Than Returnal?

The biggest mechanical addition in Saros is Arjun’s Soltari Shield, a spherical bubble that surrounds him at the press of a button. It absorbs blue projectiles and converts them into fuel for his power meter, which in turn charges his secondary weapon. Rather than waiting for the secondary weapon to recharge on a cooldown timer as in Returnal, you actively charge it yourself by deliberately letting certain attacks hit the shield.

As you progress deeper into the game, the system layers on further complexity. Enemies fire corruption projectiles that temporarily lower your maximum health even when you use the shield. The only way to cleanse corruption is by firing the secondary weapon, which means you need to constantly balance absorbing attacks, charging power, and clearing corruption all at once.

On top of that, there is a parry ability that knocks undodgeable red shots away and a shield-breaking melee for close-range situations. All of these mechanics together mean there is considerably more to track in any given fight than there was in Returnal. Many players report dying more frequently early in Saros due to this higher cognitive load, even if overall completion ends up feeling faster once the systems click.

What Makes Saros Easier to Actually Complete?

This is where the real difference between the two games lies. Returnal was famously stingy with permanent upgrades, meaning most of your power came from what you found during a single run. Saros changes this fundamentally through the Armor Matrix, a permanent skill tree funded by Lucenite earned on every run regardless of how far you get.

Every time you die in Saros, you return with Lucenite to spend on meaningful permanent upgrades, including:

  • More starting health and defense
  • More powerful base weapons
  • A permanent Second Chance revive ability (which in Returnal you had to find during a run to use)
  • Melee upgrades including explosive properties
  • A wide range of other persistent bonuses that carry into every future attempt

This means no run in Saros is ever wasted. Even a short failed attempt leaves you meaningfully stronger for the next one. In Returnal, dying could feel genuinely punishing with almost nothing to show for the time invested. In Saros, death feeds directly and visibly into your progression, which changes the emotional experience of the game entirely.

Individual biome runs also take approximately 20 to 30 minutes, and you can teleport directly to any unlocked biome, meaning you can target a specific area or boss without replaying everything before it. Across 8 total biomes, two more than Returnal’s six, the game is longer overall but structured in a way that feels far less exhausting per session.

The Carcosan Modifiers System

After defeating the first or second boss, you unlock Carcosan Modifiers, a system that lets you customise the difficulty before each run. Modifiers fall into two categories: Protections (buffs) and Trials (nerfs). Each carries a point value, and the total cannot drop below negative three or the run will not start. There is no upper cap on how difficult you can make the game, which means masochists have plenty of room to suffer.

Key examples of what the system offers:

  • Increasing damage output in exchange for a nerf elsewhere
  • Restoring full health upon reaching each boss
  • Disabling the Second Chance revive for a purer challenge
  • Reducing shield absorption in exchange for other bonuses

The design intent is that you are not simply making the game easier overall, but redistributing where the difficulty sits. However, critics and players have noted that several of the negative modifiers have minimal practical impact in play, which can allow players to become significantly overpowered without fully intending to. Beyond Carcosan Modifiers, Saros also includes additional accessibility options that give players further control over their experience.

How the Community Compares the Two

Player experiences vary considerably, which reflects the game’s design philosophy of meeting players where they are rather than imposing a fixed challenge on everyone.

Player TypeLikely Experience
Returnal veterans with hundreds of hoursWill find Saros noticeably easier, especially early biomes
Players who bounced off Returnal earlyWill find Saros far more approachable thanks to the Armor Matrix
New players with no Returnal experienceWill find it challenging but fair and manageable
Players engaging fully with difficulty modifiersCan tune the experience to be as hard or easy as they prefer

Community reports show first boss completion ranging from first attempt to around six to eight attempts, with most players landing somewhere in the two to five range. For context, Returnal’s first boss Phrike famously took some players dozens of attempts and over twenty hours to beat. Only around 6% of Returnal players on Steam ever finished Act 3, which gives essential context for why Housemarque made approachability a deliberate design goal with Saros.

Is Saros Fairer Than Returnal, Even When It Is Equally Hard?

Several reviewers and players have drawn a clear and important distinction between difficulty and fairness, and it is worth understanding that difference.

Returnal included mechanics like suit malfunctions that could attach run-ending ailments from a single hit in later biomes, even when projectiles filled the entire screen and dodging felt near-impossible. Saros has no equivalent mechanic. When you die in Saros, the cause will always be something you could have responded to differently rather than a system that punishes unavoidable contact with disproportionate consequences.

Saros also respects your time more directly. The structured shorter biome runs mean that even when the same boss defeats you multiple times back to back, the time cost of each attempt stays contained and manageable. Returnal’s lack of mid-run saving was one of its most criticised features and Saros removes that friction entirely, making repeated attempts feel productive rather than punishing.

Story, Tone, and Overall Reception

Beyond difficulty, Saros takes a notably different narrative approach from Returnal. Where Returnal leaned into isolation, psychological ambiguity, and minimal exposition, Saros features a clearer narrative focus, more cinematic presentation, and a larger supporting cast. Rahul Kohli’s performance as Arjun Devraj has drawn particular praise from critics for bringing genuine tension and slow-burning restraint to the role.

Early reviews place Saros at around 88 on Metacritic, with most critics describing it as an improvement over Returnal in terms of accessibility and pacing while preserving the intensity and visual spectacle that made the original stand out. Performance on both PS5 and PS5 Pro has been consistently strong, with reviewers highlighting the particle-heavy visual design as a genuine showcase of what the hardware can deliver.

The Bottom Line

Saros is harder to play moment to moment because of its added mechanics. However, it is easier to complete because of its generous Armor Matrix progression, fairer encounter design, shorter and more flexible biome runs, and the Carcosan Modifiers system. Players who found Returnal impenetrable will find Saros far more accessible and rewarding. Players who loved Returnal’s uncompromising structure may find Saros softer than expected, though the modifier system gives them full control to push the challenge as far as they want.

You can purchase Saros via the PlayStation Store for PS5. The game releases on April 30, 2026, with 48-hour early access available through the Digital Deluxe edition.

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