I’ve been seeing a lot of complaints about the game “not being hard enough,” and honestly, most of that feels misplaced. Half the people saying this either ignore the punishment modifiers entirely or approach the game like they have infinite time to grind. Of course it won’t feel challenging if you’re not engaging with the systems that are meant to push you.
Then there are the comparisons to Returnal. That criticism doesn’t really hold up either, Saros isn’t trying to be Returnal. It has its own identity, its own atmosphere, and its own artistic direction. Expecting it to replicate another game’s tone is missing the point entirely.
What’s more frustrating are the roguelike purists insisting the game needs deeper or more complex mechanics, as if adding arbitrary layers automatically improves the experience. Most of those suggestions feel unnecessary and wouldn’t meaningfully enhance what the game is actually trying to do. It’s like people are evaluating Saros based on the game they wanted, not the one that exists.
At its core, Saros stands on its own as a strong, well-crafted experience. Sure, there’s room for improvement (there always is) hope they improve Saros until is the perfect version of itself possible, but that’s something the developers can refine over time. It doesn’t need to be reshaped into something else entirely.
At some point, you have to meet a game on its own terms. Criticism is fine, but forcing shallow, recycled takes onto it just because it doesn’t fit a specific mold feels more performative than thoughtful. Just play the game for what it is and judge it on its own merits.