Housemarque at 30: How the Returnal & Saros Dev Keeps Its Arcade Soul Alive in the AAA Era

Finnish studio Housemarque, the acclaimed developer behind the BAFTA-winning Returnal and the upcoming PS5 title Saros, is celebrating a remarkable 30 years in the games industry. Born in 1995 from the merger of Bloodhouse and Terramarque, the studio has carved a distinct path, evolving from early titles like Alien Incident and TransWorld Snowboarding to become synonymous with a signature, adrenaline-pumping arcade-style gameplay.
Through the 2000s and 2010s, games like Super Stardust HD, Dead Nation, Resogun, and Nex Machina solidified Housemarque’s reputation for skill-based, fast-paced, action-focused experiences. Then came 2021’s Returnal, a third-person shooter with relentless roguelike mechanics that, while grander in scale, undeniably pulsed with that core Housemarque DNA.
Now, as the studio ventures further into AAA development with Saros – a single-player game set on a hostile, shape-shifting planet haunted by an ominous eclipse – the question arises: how does Housemarque maintain its beloved arcade spirit amidst growing scope and ambition, especially after once suggesting they’d move away from purely arcade titles?
“It Comes Down to the Studio’s DNA”
“It comes down to the studio’s DNA, and being respectful of our history and understanding what makes us special,” creative director Gregory Louden explained during the studio’s 30th-anniversary celebrations in Helsinki. “It is the fact we play like an arcade game, and we don’t compromise on that.”
Louden emphasized the entire studio’s passion for ensuring that “the moment someone picks up a DualSense, they know it’s a Housemarque game.” This immediate, tactile feel is akin to the instant recognition one gets from an arcade cabinet. “That is our voice, and for us, how can we add more elements to it.”
For Returnal, narrative was a “big new pillar.” With Saros, Louden teases, “the team has again ‘added something else’ to the Housemarque formula,” building upon that rock-solid arcade foundation. He firmly believes “the arcade sensibility, in my opinion, will always be there,” noting that even Saros’s reveal trailer, with “bullets flying into the camera,” immediately signaled a Housemarque game to players.
Sony’s Support: “Bring on the Bullets”
The acquisition by Sony in 2021 has been pivotal. Studio head Ilari Kuittinen believes Housemarque’s unique “arcade spirit” is why Sony brought them into the PlayStation Studios family. “[We’re] a unique part of the portfolio, and hopefully expanding the audience and taking these arcade sensibilities to the masses,” he stated. “I think that’s kind of our mission.”
The acquisition provided “financial stability and resources,” critical for Returnal‘s development and now for realizing their “dream” with Saros. “PlayStation has been supportive of our creative vision,” Louden affirmed. When Saros was pitched, Sony’s response was a resounding “yes, continue.”
Louden shared an anecdote about PlayStation’s first-party lead, Herman Hulst, often saying, “Bring on the bullets.” This underscores Sony’s belief in Housemarque’s identity, with “very little of ‘Housemarque needs to change’.” Instead, the message has been, “We bought you for a reason – you’re Housemarque, this game should be a Housemarque game.”
Being part of PlayStation Studios has also fostered a network for collaboration and learning, creating a “supercharged Housemarque” capable of pushing its vision further.
Learnings from Returnal, Ambitions for Saros
While specifics on Saros remain tightly guarded, the team confirmed that lessons from Returnal are shaping its development. Brand director Mikael Haveri explained they analyzed player stats and experiences from Returnal to refine future designs. “Like, OK, maybe we need to give some more weapons for the next run,” he elaborated. Saros’s slogan, “Come Back Stronger,” directly reflects this, drawing from Returnal‘s learnings about player progression and satisfaction.
Haveri also touched on the infamous difficulty of bosses like Returnal‘s Nemesis, noting how PlayStation Trophies help track player progression and the profound satisfaction derived from overcoming such challenges. “We want to make games where you get those feelings of satisfaction, of overcoming, and have more people come to those kinds of feelings.”
When asked if Saros might launch on PS Plus, Haveri remained coy: “That remains to be seen.”
The Next 30 Years: “Creating Better”
Looking ahead, Housemarque’s ambition is simple: “continue making ‘amazing games’ for players, and keep its momentum going.”
“We are only as strong as our latest game,” Haveri stated, with Louden adding, “It’s almost like a responsibility… we should keep pushing the medium and keep showing what we can do… and just keep growing. That’s the future for the next 30 years – it’s just creating better.”
With a rich arcade heritage, unwavering commitment to its core gameplay feel, and the backing of PlayStation, Housemarque is poised to continue delivering unique, exhilarating experiences for years to come, proving that the spirit of the arcade can thrive even in the most ambitious AAA landscapes.