“This is just the start” – Housemarque responds to Saros’ slower sales versus Returnal’s, and compares itself to one of the most beloved studios around

Housemarque is a developer with a long-standing track record of making games for a particular kind of player. The Finnish team, which initially became known for smaller, arcade-style releases, has since grown into one of PlayStation’s most respected first-party studios. Even so, as its productions have expanded in scope, the company’s commitment to its niche has stayed steady.

Recently, Housemarque unveiled Saros, a follow-up to Returnal. The two games share many similarities: both are intense, third-person bullet hell titles that use roguelike elements. Because of that close resemblance, it’s easy to imagine Saros as a natural continuation of its predecessor.

Their critical reception has been broadly comparable, but their sales tell a different story. Returnal outperformed Saros significantly at launch, with Saros reportedly beginning more slowly. Still, Housemarque doesn’t appear worried about how the opening numbers look.

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In an interview with The Game Business, the studio talked about Saros’ early sales and how they compare to Returnal’s launch performance.

“Interestingly enough, Returnal, upon its release, started gaining momentum a bit later,” said brand director Mikael Haveri. “A significant portion of the community began to unlock it gradually, which tends to build momentum in waves and, in turn, boosts overall interest.”

Co-founder and studio head Ilari Kuittinen added: “This is really only the start of the conversation with the gaming community. If you’ve played Saros, you’ll know there are plenty of areas where we can fine-tune and improve. We’d like to keep doing this for a while.”

Even though Saros arrived in April, it’s still relatively soon for a game in a genre that leans on reputation and word-of-mouth. On top of that, Saros launched during a crowded period, which makes it harder to hold attention over the long term. Housemarque has said it will continue rolling out updates and incorporating what players share.

But this also gets at a deeper concern: the studio needs to build momentum so its games can grow into real success stories. Housemarque says this pattern mirrors the experience of FromSoftware.


Returnal trailer screenshot showing Selene, a female astronaut, in a space suit and helmet looking concerned as her craft crashes
Image credit: Housemarque

For years, FromSoftware operated with relatively little attention, focusing on uncompromising games aimed at a devoted but smaller audience. The company’s big breakthrough didn’t occur until Demon’s Souls, 23 years into its history. From there, the momentum of Dark Souls helped it become a name many people recognize. Yet its first truly mainstream hit came another 13 years later, with Elden Ring.

Housemarque sees that entire path as a lesson worth learning. “You mentioned FromSoftware; that’s one of the topics we are reflecting on here,” Kuittinen said. “What Demon’s Souls was, or even earlier titles: they have been working within a similar style for a long time and slowly built up their audience over many years.”

Later in the discussion, Kuittinen continued: “FromSoftware’s journey from King’s Field to its current recognition. We’re not saying we’re anywhere near that level, but we do want to stay true to what we are and keep educating the market about why these games are so outstanding. That’s our goal.”


Housemarque views this moment as an opportunity to help players understand what kinds of games it makes, while also building a committed community that will be eager for each new release.

“We currently have two separate games: Returnal and Saros. It’s a fresh idea for the market as well, meaning it still needs explanation, to get across that ‘Hey, these flow states, this bullet ballet are genuinely exciting,’” Kuittinen said.

The studio also wants to avoid putting its future at risk in the process, fully aware of the obstacles that niche-game creators face in today’s competitive environment.

“We’re also very clear about what we don’t want to become,” Haveri added. “Which, you know, could mean turning into some kind of support studio, or running into bankruptcy.”

“The key point is that we are currently – and have historically been – able to set our own direction in the industry. I hope that stays true going ahead. No matter what comes, I’m sure we’ll have plans,” Haveri concluded.

In Eurogamer’s Saros review, Rick Lane pointed to the game’s story ambitions as something that can occasionally clash with the overall experience. “Saros’ story frequently feels inconsistent with the type of experience it aims to provide, but there is no denying this is yet another exceptional action game from Housemarque,” he noted.

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