Compare Saros vs 1348 Ex Voto

Saros
1348 Ex Voto

Quick verdict

What each product is best for

Choose Saros for accessibility options and platform-specific feature support.

Choose 1348 Ex Voto if its strengths best fit your priorities.

Comparison Takeaways

Saros

Where It Has the Edge

  • accessibility options is 4.6 vs 1.2. Reviewers praised Saros for broad accessibility and difficulty-tuning options, including modifiers, visual recoloring, remapping, and ways to soften...
  • platform-specific feature support is 4.7 vs 1.3. Platform-specific support was praised through PS5 showcase features, Pro upscaling, DualSense use, and 3D audio.
  • fun factor is 4.9 vs 1.5. Fun factor was very high, with reviewers repeatedly describing the act of playing, replaying, and mastering Saros as...
  • performance optimization is 4.6 vs 1.3. Performance optimization was praised overall, especially on PS5/PS5 Pro, with only minor dips or loading-related hitches noted.

1348 Ex Voto

Where It Has the Edge

No clear scored advantage over the other product.

Average score
Saros
4.3
1348 Ex Voto
2.0
accessibility options
Saros
4.6

Reviewers praised Saros for broad accessibility and difficulty-tuning options, including modifiers, visual recoloring, remapping, and ways to soften or intensify challenge.

1348 Ex Voto
1.2

Accessibility support is repeatedly called thin, with limited settings and no difficulty options in some builds; one PC review also struggled with fixed keybinds.

platform-specific feature support
Saros
4.7

Platform-specific support was praised through PS5 showcase features, Pro upscaling, DualSense use, and 3D audio.

1348 Ex Voto
1.3

Console reviewers are particularly disappointed by the lack of a 60 FPS option, including on PS5 Pro, making the platform feature set feel unusually limited for a 2026 release.

fun factor
Saros
4.9

Fun factor was very high, with reviewers repeatedly describing the act of playing, replaying, and mastering Saros as joyful or addictive.

1348 Ex Voto
1.5

Most reviewers found the experience more frustrating than enjoyable, chiefly because combat and technical friction dominate the short campaign. Positive moments usually come from scenery, atmosphere, or brief one-on-one combat flow.

performance optimization
Saros
4.6

Performance optimization was praised overall, especially on PS5/PS5 Pro, with only minor dips or loading-related hitches noted.

1348 Ex Voto
1.3

Optimization is one of the strongest negative patterns, especially on PC where capable hardware can still stutter badly. Console coverage also reports a restrictive frame-rate target and heavy drops in demanding scenes.

polish
Saros
4.7

Polish was praised frequently, with reviewers calling Saros smooth, refined, and consistently excellent.

1348 Ex Voto
1.4

Across launch and pre-release builds, reviewers repeatedly describe the game as underbaked or unfinished. Glitches, rough transitions, animation problems, and inconsistent systems make the lack of final refinement hard to ignore.

frame rate stability
Saros
4.6

Frame rate was generally strong, with most reviewers reporting near-locked or rock-solid 60fps and only occasional dips.

1348 Ex Voto
1.3

Frame-rate problems are widespread in the reviewed builds, including severe PC drops and a 30 FPS console cap with additional dips during busy scenes or effects-heavy boss fights.

innovation
Saros
4.7

Innovation centered on the shield, bullet-as-resource design, haptic implementation, and a more flexible challenge structure.

1348 Ex Voto
1.5

Several reviewers see the game borrowing prestige-action conventions without adding enough mechanical depth of its own, making the design feel more imitative than inventive.

platforming precision
Saros
4.5

Platforming precision had limited but positive evidence around precise jumping, dodging, and reduced geometry snagging.

1348 Ex Voto
1.3

Basic climbing and ledge traversal are frequently finicky, with missed prompts, unclear climbable surfaces, and simple platforming sequences that can require repeated inputs.

replay value
Saros
4.7

Replay value was strong, with reviewers saying they wanted to dive back in or keep running even after credits.

1348 Ex Voto
1.5

One reviewer notes there is no level selection and little reason to revisit completed stages, limiting the appeal of going back for missed collectibles.

lore depth
Saros
4.4

Lore depth was praised where reviewers enjoyed logs, mysteries, and hidden material that encouraged deeper digging.

1348 Ex Voto
1.3

The setting hints at rich medieval history, religion, plague, and social upheaval, but reviewers often felt those ideas were only gestured at rather than explored in depth.

value for money
Saros
5.0

Value for money had limited but explicit support from one reviewer who said they would pay full price.

1348 Ex Voto
1.9

The low asking price and short runtime appeal to a few reviewers, but most still recommend waiting for a discount because the combat and technical state make even the budget price hard to justify.

movement feel
Saros
4.7

Movement feel was praised as smooth, nimble, precise, and joyful across several reviews.

1348 Ex Voto
1.6

Aeta is often described as heavy in an unflattering way, with stiff turning, awkward climbing, and sluggish movement that can make simple navigation feel more cumbersome than grounded.

camera behavior
Saros
4.3

Camera controls were specifically praised as quick enough for combat without becoming disorienting.

1348 Ex Voto
1.2

The camera and lock-on system are repeatedly blamed for combat frustration, especially in groups where focus snaps unpredictably or the close field of view hides incoming threats.

controls responsiveness
Saros
4.6

Controls were heavily praised for responsiveness, tactile feel, and precise movement/shooting, with only rare complaints about input conflicts.

1348 Ex Voto
1.5

Input feel is a recurring problem, with delayed attacks, unreliable dodges and parries, finicky traversal prompts, and occasional moments where Aeta simply does not respond as expected.

aiming precision
Saros
4.0

Aiming was generally considered forgiving and readable thanks to auto-aim and tracking, though some no-auto-aim weapons were harder to master.

1348 Ex Voto
1.0

Target selection is a major weak point. Reviewers describe lock-on jumping to the wrong opponent mid-combo, making attacks miss the enemy they intended to pressure.

tutorial quality
Saros
4.3

Tutorial quality had limited but positive evidence, with reviewers noting trial-and-error teaching and encounter design that prepares players for bosses.

1348 Ex Voto
1.3

The tutorial covers basic inputs but does not adequately explain timing, upgrades, or how later mechanics should be used, leaving some reviewers confused after the introductory section.

gameplay mechanics
Saros
4.5

Gameplay mechanics, especially the shield, parry, eclipse, and modifier systems, were praised, though one review felt the systems could overprotect players.

1348 Ex Voto
1.5

The mechanical foundation is viewed as underdeveloped: a few workable ideas are present, but multiple reviews describe the overall play experience as clunky, shallow, or insufficiently refined.

boss design
Saros
4.4

Bosses were widely admired for spectacle, challenge, and memorability, though a few reviewers found some fights long or uneven.

1348 Ex Voto
1.5

Boss fights are one of the most consistent complaints, with regenerating guard or health, spammy attacks, strange hitboxes, and difficulty spikes that feel more aggravating than satisfying.

mission design
Saros
4.6

Optional challenge-space design was praised as brutal but rewarding.

1348 Ex Voto
1.7

Chapters tend to funnel Aeta toward a distant objective through walking and combat arenas, creating a rigid structure that several reviewers found stale well before the ending.

level design
Saros
4.7

Level design was strongly praised for handcrafted chunks, biome structure, combat spaces, and a balance between freshness and mastery.

1348 Ex Voto
1.8

Levels can be visually impressive but are often criticized as narrow, repetitive corridors with confusing landmarks, invisible boundaries, and traversal solutions that are easy to miss.

enemy variety
Saros
4.6

Enemy variety was praised for diverse, escalating, and biome-changing threats that keep combat fresh.

1348 Ex Voto
1.7

Most coverage finds the enemy pool too repetitive, often describing only a handful of recognizable types and attack patterns. A few reviewers saw enough weapon variety to keep encounters interesting.

character development
Saros
4.8

Arjun’s arc drew praise where reviewers felt his development became darker, more complex, and captivating.

1348 Ex Voto
1.9

Aeta and Bianca begin with an appealing premise, but many reviewers wanted substantially more time and depth for their bond, motivations, and personal growth before the late-game revelations.

world interactivity
Saros
4.2

World interactivity had limited evidence, mostly around movement-reactive effects and environmental destruction.

1348 Ex Voto
1.4

The world looks richer than it plays: many props are set dressing, NPCs are scarce, and interaction often comes down to supplies, collectibles, boxes, and narrow traversal prompts.

core gameplay loop
Saros
4.5

The core loop was usually seen as compelling and satisfying, though Polygon felt progression systems weakened the roguelike loop.

1348 Ex Voto
1.7

The linear walk-fight-walk structure wears thin for many reviewers because combat carries most of the interaction while the quieter stretches offer little beyond movement and collecting supplies.

combat system
Saros
4.7

Combat was the strongest consensus point, described as thrilling, precise, tactile, and among Housemarque’s best work.

1348 Ex Voto
1.9

Sword fighting is the central point of disagreement. A few reviewers enjoy its one-on-one parry-and-guard rhythm, but the dominant view is that shallow tactics, broken targeting, unreliable dodges, and group encounters undermine it.

save system reliability
Saros
4.5

Save/run continuation quality was praised via suspend, leave-and-return, and day-one roguelite quality-of-life comments.

1348 Ex Voto
1.8

Autosaving can be inconvenient when it records progress before difficult encounters with poor supplies, and some reviewers had to reload saves to escape bugs or failed interactions.

content variety
Saros
4.5

Several reviews found the game rich in sections, weapons, collectibles, and sights, though the content variety was usually discussed through exploration and spectacle.

1348 Ex Voto
1.8

The campaign leans heavily on the same basic rhythm of walking, fighting small groups, and light traversal. Several reviewers felt the limited enemy, puzzle, and activity mix became repetitive quickly.

weapon balance
Saros
4.1

Weapon balance was mostly positive for variety and viability, though some weapons or no-autohit variants frustrated reviewers.

1348 Ex Voto
1.5

Weapon and combat upgrades can skew balance sharply, with stronger parts or instant-kill effects reducing experimentation and making ordinary encounters easier than the broader combat system suggests.

exploration quality
Saros
4.6

Exploration was praised for hidden paths, secrets, and optional areas that reward revisiting biomes.

1348 Ex Voto
2.0

Exploration is limited by strongly linear spaces and sparse interaction. Hidden paths and collectibles can reward curiosity, but many reviewers wanted more freedom and more meaningful reasons to leave the main route.

learning curve
Saros
3.8

The learning curve was approachable for some but still initially demanding, with trial-and-error teaching and a tough early adjustment.

1348 Ex Voto
1.5

Combat is difficult to read for the wrong reasons in early play, with one reviewer still unable to make sense of parry and dodge timing well after the tutorial.

difficulty balance
Saros
4.1

Difficulty balance split reviewers: many called it tough but fair and customizable, while some felt ganks, repetition, or modifiers could undermine balance.

1348 Ex Voto
1.8

Difficulty can swing for the wrong reasons: some bosses feel punishing because of hitboxes and regeneration, while certain upgrades or later familiarity can make ordinary encounters trivial.

onboarding experience
Saros
3.5

Onboarding was mixed: some reviewers said mechanics ramped up well, while one felt the many systems were poorly communicated.

1348 Ex Voto
1.3

Early guidance does not do enough to make the combat and upgrade systems understandable, leaving some players unsure how newly unlocked mechanics are meant to work.

immersion
Saros
4.7

Immersion was praised through tactile feedback, 3D audio, and audiovisual design that pulled reviewers into Carcosa.

1348 Ex Voto
2.5

The setting can be absorbing, but rough animations, technical glitches, and interface choices repeatedly remind players of the machinery underneath and pull them out of the historical fantasy.

checkpoint system
Saros
4.6

Saros’ checkpoint-like structure and biome restart options were praised for reducing repetition and respecting time.

1348 Ex Voto
2.6

Checkpoint experiences vary: some reviewers praise generous respawns close to encounters, while others describe autosaves that can send them back through frustrating fights or lock them into poor resource states.

upgrade system
Saros
4.6

The upgrade system was praised for making attempts feel worthwhile and improving approachability.

1348 Ex Voto
2.7

Sword components, trinkets, and skill upgrades provide some useful customization, but their impact is uneven: certain bonuses feel negligible while a few powerful effects can trivialize encounters.

protagonist appeal
Saros
4.0

Protagonist appeal was mixed: several reviewers found Arjun compelling or well-acted, while one found him unpleasant by design.

1348 Ex Voto
2.2

Aeta divides reviewers: some find her resolve, vulnerability, and knightly idealism compelling, while others call her flat, repetitive, or difficult to invest in as the story progresses.

progression system
Saros
4.3

Progression was usually praised for meaningful permanent upgrades, though one reviewer felt it overemphasized numbers over skill.

1348 Ex Voto
2.5

Scroll-based progression provides health, guard, food, and combat upgrades, but many reviewers find the growth shallow or low-impact. A few enjoy the straightforward additions and useful combat abilities.

world-building
Saros
4.6

World-building was praised through Carcosa’s mysteries, logs, lore, and thematic environmental storytelling.

1348 Ex Voto
2.7

Reviewers admire the medieval Italian setting and plague-era concept, but many feel the game underuses its history, religion, class tensions, and social collapse instead of making the world feel fully lived in.

user interface design
Saros
3.3

User interface design had limited mixed evidence, with one reviewer finding it good enough but imperfect.

1348 Ex Voto
1.5

Interface complaints focus on overlapping subtitles, awkward presentation, and other rough UI details that do not match the cinematic ambitions of the rest of the game.

narrative quality
Saros
3.9

Narrative quality was the most mixed major attribute, ranging from gripping and coherent to underdeveloped, opaque, or overambitious.

1348 Ex Voto
2.1

The opening rescue premise earns interest, but the broader consensus is that the second half becomes disjointed or underdeveloped and the climax does not earn its twists. A notable minority loved the story.

skill tree depth
Saros
3.8

Skill-tree depth was mixed, from exhaustive and satisfying to more of a limited trunk than a deep build system.

1348 Ex Voto
2.0

The skill tree adds parries, dodges, combo extensions, and stat boosts, but most reviewers consider it shallow or poorly explained. A few specific unlocks are powerful and genuinely improve combat.

writing quality
Saros
3.7

Writing quality was mixed, with praise for logs and media-literate storytelling but criticism of hollow or unclear themes.

1348 Ex Voto
2.0

The writing draws praise from a minority for its earnest themes and performances, but most reviewers criticize blunt exposition, thin character work, abandoned ideas, and a late twist that feels poorly earned.

originality
Saros
3.8

Originality was mixed, with praise for bold changes and criticism that Saros repeats Returnal-like beats with minimal variation.

1348 Ex Voto
2.3

The plague-era female-knight premise feels distinctive, yet some reviewers say the actual structure follows familiar cinematic action-adventure formulas too closely.

pacing
Saros
3.6

Pacing drew mixed responses, from tighter run pacing to complaints that story, repetition, or traversal could drag.

1348 Ex Voto
2.1

The short runtime keeps the campaign compact, but pacing inside that span can still drag because of long travel, repetitive combat, exposition, and abrupt jumps between story beats.

menu usability
Saros
2.8

Menu usability had limited negative evidence, focused on hidden information and unclear equipment-screen navigation.

1348 Ex Voto
1.3

Menus receive direct criticism for sluggish or unresponsive behavior and for doing too little to explain the game's systems clearly.

side character depth
Saros
2.5

Side character depth was a common weakness, with reviewers describing the supporting cast as shallow, disposable, or stock.

1348 Ex Voto
1.0

One long-form playthrough criticizes the supporting cast as so thinly established that even recurring side characters fail to leave a memorable identity.

sound design
Saros
4.7

Sound design and 3D audio were praised for intensity, dread, positional clarity, and haunting effects.

1348 Ex Voto
3.2

Ambient audio, weapon clashes, and the broader soundscape often strengthen the medieval mood, though several reviews flag uneven mixing, repeated combat lines, or volume shifts that distract.

HUD clarity
Saros
4.4

HUD/readability comments were positive but limited, emphasizing that the intense spectacle remained coherent and not visually confusing.

1348 Ex Voto
3.0

The minimal interface can complement the cinematic presentation, but another reviewer found the bright enemy health bars visually jarring and immersion-breaking.

grind level
Saros
2.9

Grind and repetition drew mixed-to-negative comments, especially around repeated boss attempts and artifact droughts.

1348 Ex Voto
1.5

One review describes the practical grind not as leveling but as repeating the same fight patterns until timing and resource use finally line up, turning progress into repetition.

facial animations
Saros
2.9

Facial animations were a repeated weakness, especially outside cutscenes where faces could not match the vocal performances.

1348 Ex Voto
1.6

Facial animation is a prominent visual weakness, with uncanny mouths, stiff expressions, lip-sync issues, and distorted faces repeatedly distracting from otherwise strong dramatic performances.

map and navigation design
Saros
2.4

Navigation drew criticism from one reviewer who found objective direction poor despite liking the map.

1348 Ex Voto
1.4

The absence of a map or minimap becomes frustrating in similar-looking spaces, where poorly distinguished routes and subtle interactable ledges can make the intended path harder to read than it should be.

graphics quality
Saros
4.7

Graphics quality was praised across reviews for visual flair, PS5 showcase value, and striking Unreal Engine 5 presentation.

1348 Ex Voto
3.7

Visual quality is split between gorgeous environments and much rougher close-up character work. The scenery can be striking, but texture issues, clipping, facial problems, and performance compromises keep the package from looking consistently polished.

dialogue quality
Saros
2.7

Dialogue quality was mixed to weak, with several reviewers noting stilted conversations, unnatural backlog delivery, or long quiet stretches.

1348 Ex Voto
1.9

The performances often elevate the spoken material, but the dialogue itself is frequently criticized for repetitive combat lines, overexplaining, blunt exposition, and Aeta narrating obvious environmental details.

emotional impact
Saros
3.0

Emotional impact was mixed, with some reviewers admiring ideas but others saying the narrative and characters did not fully move them.

1348 Ex Voto
2.2

The premise aims for grief, devotion, betrayal, and forbidden love, yet most reviewers felt the relationship was too underdeveloped for the climax to land. A smaller group found the story genuinely moving.

soundtrack quality
Saros
4.6

The soundtrack was praised for oppressive, unnerving, and complex music that supports Carcosa’s tone.

1348 Ex Voto
3.9

The orchestral score is generally well received and helps sell the somber period atmosphere, even if repetitive combat cues or mixing occasionally compete with dialogue.

atmosphere
Saros
4.7

Reviewers repeatedly praised the unnerving, dread-soaked atmosphere, even when they disagreed about the story itself.

1348 Ex Voto
4.0

The best stretches create a convincing plague-era mood through lighting, scenery, sound, and bleak environmental cues. Technical problems and repetitive combat can puncture that atmosphere at key moments.

animation quality
Saros
2.8

Animation comments were mostly negative, focused on stiff dialogue animation and odd or weak face animation outside stronger cinematic moments.

1348 Ex Voto
2.1

Combat motion capture can look authentic in motion, but the broader animation package is inconsistent, with glitches, stiffness, odd hair physics, and rough transitions frequently breaking the presentation.

loot system
Saros
3.1

Loot drew mixed feedback: some liked risky artifacts and weapon discovery, while others disliked artifact droughts or limited replacement control.

1348 Ex Voto
2.4

Trinkets and sword parts can offer useful bonuses, but reviewers disagree on how meaningful the hunt feels. Some collectibles reward exploration, while others feel low-impact or like filler.

art direction
Saros
4.8

Art direction was a clear strength, with reviewers highlighting Carcosa’s strong, alien visual identity and memorable environmental design.

1348 Ex Voto
4.4

The medieval Italian aesthetic is one of the clearest strengths, with striking lighting, countryside vistas, chapels, ruins, and period-inspired architecture giving the game a distinctive visual identity.

economy and resource balance
Saros
3.1

Resource balance drew limited but mixed evidence, with one review noting balance concerns and another criticizing excess currency gains.

1348 Ex Voto
2.7

Food and provisions can add useful attrition to fights, but limited supplies combined with autosaves can also make retries harsher than intended. One reviewer liked the scarcity and decision-making it created.

voice acting
Saros
4.7

Voice acting was widely praised, especially Rahul Kohli’s performance, with the broader cast also receiving positive notes.

1348 Ex Voto
4.4

Voice acting is the clearest non-visual strength. Alby Baldwin and Jennifer English are repeatedly praised for giving conviction and emotional credibility to material that many reviewers otherwise find underwritten.

environmental detail
Saros
4.7

Environmental detail was a frequent highlight, with reviewers praising Carcosa’s biomes, architecture, and alien spaces.

1348 Ex Voto
4.5

The environments are the most universally praised part of the package, with detailed villages, forests, mountains, ruins, chapels, vineyards, and lighting that frequently look far beyond the game's small-team scale.

horror tension
Saros
4.7

Horror tension was supported through praise for dread, anxiety, cosmic horror, and the unsettling eclipse-driven world.

1348 Ex Voto
4.5

One review strongly praises the quiet dread of the plague-stricken world, where sound and lighting make the setting feel like a grounded medieval tragedy rather than fantasy.

visual effects quality
Saros
4.9

Visual effects were a major highlight, especially the particle-heavy combat fireworks and colorful VFX.

1348 Ex Voto
4.8

Lighting and fire effects receive strong praise, adding drama and texture to chapels, burning buildings, landscapes, and other period environments.

AI behavior
SarosNo score yet
1348 Ex Voto
1.7

Enemy behavior often feels artificial rather than tactical: groups may wait their turn, spawn awkwardly, or repeat predictable patterns instead of coordinating naturally.

bug frequency
SarosNo score yet
1348 Ex Voto
1.5

Bugs are common across the reviewed builds, ranging from broken interaction prompts and clipping to stuck characters, missing assets, glitched bosses, and other issues that sometimes force a restart.

character roster
Saros
3.6

The cast received mixed reactions, with some reviews praising performances while others wanted more depth beyond Arjun.

1348 Ex VotoNo score yet
choice impact
SarosNo score yet
1348 Ex Voto
1.0

The few apparent choices near the ending have little weight; two reviewers specifically say the final outcome is unchanged even when the player refuses the prompted action.

crash stability
SarosNo score yet
1348 Ex Voto
1.5

Crashes appear in both PC and console coverage, including startup or save-loading failures in earlier builds. Patches improved some experiences, but stability remained a recurring concern.

endgame content
Saros
2.8

Endgame content was a limited concern, with one reviewer specifically wishing for a dedicated post-game activity.

1348 Ex VotoNo score yet
faithfulness to franchise
Saros
4.6

Reviewers generally felt Saros honors Housemarque and Returnal’s lineage while refining or expanding the studio’s formula.

1348 Ex VotoNo score yet
fast travel convenience
Saros
4.7

Fast travel and biome teleporting were widely praised as major quality-of-life improvements that reduce tedium.

1348 Ex VotoNo score yet
handheld play suitability
Saros
4.5

Handheld or remote play suitability had limited evidence, but one reviewer said it looked and played beautifully on PlayStation Portal.

1348 Ex VotoNo score yet
haptic feedback integration
Saros
4.7

DualSense haptics and adaptive triggers were a standout, repeatedly praised as tactile, innovative, and deeply integrated.

1348 Ex VotoNo score yet
load times
Saros
4.8

Load times had limited but strong evidence, with Digital Foundry praising nearly instant transitions.

1348 Ex VotoNo score yet
mission variety
SarosNo score yet
1348 Ex Voto
1.0

Mission structure changes very little across the campaign, with reviewers describing repeated travel, skirmishes, and simple traversal rather than meaningfully different objectives.

puzzle design
SarosNo score yet
1348 Ex Voto
1.6

Puzzles rarely rise beyond moving boxes, cutting ropes, or finding a simple traversal route. Reviewers generally see them as filler rather than a meaningful second pillar beside combat.

sandbox freedom
SarosNo score yet
1348 Ex Voto
1.5

The game is deliberately linear, but many reviewers feel the boundaries are too restrictive, with obvious side paths, invisible walls, and little freedom to explore the attractive scenery.

stealth mechanics
SarosNo score yet
1348 Ex Voto
1.0

One reviewer specifically criticizes the lack of stealth or alternate approaches, reinforcing how narrowly the game funnels players into direct combat.