How to Craft a Genre-Defying Sequel: Lessons from Housemarque's Saros

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Introduction

Every game developer dreams of creating a hit that defines a genre. But what happens when your next project intentionally steps away from that very formula? That’s the puzzle Housemarque faced after the roguelike success of Returnal. Their upcoming spiritual sequel, Saros, seems to embrace yet reject the roguelike label—a deliberate dance that confuses players and critics alike. This how-to guide breaks down the steps Housemarque took (and you can take) to design a game that rides the line between genres, using their journey from arcade purists to roguelike rebels. By the end, you’ll understand how to craft a sequel that respects the past while forging its own identity.

How to Craft a Genre-Defying Sequel: Lessons from Housemarque's Saros
Source: www.gamespot.com

What You Need

  • A clear understanding of your studio’s creative heritage
  • Experience with at least one genre-defining title
  • Willingness to pivot drastically from your comfort zone
  • A team that can craft randomized elements (levels, weapons, perks)
  • Marketing language that hints at genres without committing
  • Patience for mixed critical and fan reactions

Step-by-Step Guide

  1. Step 1: Acknowledge Your Studio’s DNA
    Start by examining what makes your studio unique. Housemarque spent over two decades perfecting arcade-style action games—fast, chaotic, and visually explosive. In 2017, after Matterfall, they declared “ARCADE IS DEAD,” signaling a need to evolve. For your studio, list the core elements that fans love (e.g., speed, difficulty, particle effects). Recognize that these traits can survive even a genre shift.
  2. Step 2: Pivot to a Bold New Genre
    Don’t be afraid to leap into unfamiliar territory. Housemarque took the arcade chaos and dropped it into a roguelike third-person shooter: Returnal. This step requires commitment—you must fully embrace the new genre’s mechanics (procedural levels, permadeath, upgrade runs) while retaining your visual and gameplay signature. Plan for a cult hit, not an instant blockbuster.
  3. Step 3: Achieve Critical Acclaim—but Stay Restless
    Returnal earned rave reviews for its atmosphere and challenge. But success can trap you. Housemarque realized that repeating the roguelike formula would feel stale. Use your critical win as a launchpad, not a cage. Ask: What if we dial back the very elements that defined this success?
  4. Step 4: Design a Spiritual Sequel That Rejects the Genre
    Here’s the tricky part. With Saros, Housemarque kept randomized weapon drops, permuting enemy layouts, and resource shifting—technically making it a roguelike. Yet they intentionally reduced the genre’s footprint: fewer run-to-run penalties, more persistent upgrades, and a stronger narrative thread. Your goal is to create a game that feels like the previous one but plays differently. Strip away roguelike dependencies (like endless death loops) while retaining the core tension.
  5. Step 5: Dance Around Genre Labels in Interviews
    When asked about genre, be elusive. Housemarque’s art director Simone Silvestri called labels “ephemeral,” and creative director Gregory Louden admitted only to “rogue elements.” In your own marketing, use terms like “spiritual successor,” “evolved experience,” or “hybrid.” Avoid direct denials—let players discover the ambiguity. This keeps early adopters curious and prevents genre purists from rejecting your game outright.
  6. Step 6: Build Levels with Controlled Randomness
    Your sequel needs new threats and surprises each playthrough, but not so much that it feels like a hasty reshuffle. Saros cycles enemy types and weapon tiers, but the overall structure is more curated than pure roguelike. Create a pool of handcrafted rooms that shuffle unpredictably, then add modifiers (e.g., enemy buffs, resource scarcity) that recontextualize them. This keeps the game fresh without overwhelming players.
  7. Step 7: Launch, Listen, and Lean into the Discomfort
    Expect discordant reactions. Some fans of Returnal will crave more roguelike depth; others will appreciate the broader appeal. Housemarque seems comfortable with this tension—their game “doesn’t like being a roguelike.” After launch, monitor feedback about difficulty and repetition. Use patches to adjust the balance: slightly more roguelike for veterans, slightly less for newcomers. The goal is a living game that refines its identity post-release.

Tips for Success

  • Embrace the label limbo: Not every game needs a clear genre tag. Let critics and players debate it—that conversation builds hype.
  • Keep your core audience engaged: Even if you pull back roguelike features, retain the frantic chaos Housemarque is known for. Lose the signature style, and you lose the connection.
  • Use narrative as a bridge: A compelling story can mask mechanical simplicity. Returnal used its time-loop plot to justify repetition; Saros likely will too. A strong narrative gives meaning to genre-ambiguous design.
  • Test early and often: Playtest with both roguelike veterans and newcomers. See where the fun starts to fray. Adjust the mix of randomization vs. handcrafting accordingly.
  • Prepare for a legacy of ambivalence: Saros may never be as beloved as Returnal, but it carves out its own space. Sometimes the most memorable games are the ones that refuse to fit neatly into a box.

By following these steps, you can create a sequel that honors your past while forging a new path—just like Housemarque did. The result may be a game that “doesn’t like” its own genre, but that very tension can make it unforgettable.

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