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The sound of Saros: Building an audio identity for Carcosa

The sound of Saros: Building an audio identity for Carcosa

From the official release

When we started working on Saros, we knew we had an interesting challenge ahead of us. We had established a very distinctive audio identity with Returnal, and Housemarque gave us a clear direction from the beginning: “Refinement, not Reinvention.”

That became a useful principle throughout development. We carried forward our gameplay-first approach, our emphasis on strong and satisfying player feedback, our immersive soundscape, and our ambition to showcase PS5 features such as Tempest 3D Audio and DualSense haptics.

At the same time, Saros is a brand-new IP with its own characters, story and tone. Every piece of audio content needed to feel unique and help establish the world of Carcosa.

Finding the sound of Carcosa

Very early on, we started looking for elements that could define Saros sonically. The Eclipse became one of our first creative anchors.

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