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Saros: how Housemarque shaped the sound of Carcosa
Housemarque explains processed recordings, 3D audio and DualSense haptics behind the sci-fi planet's sound identity.

Housemarque has shared how the sound team built an acoustic identity for Carcosa, the science-fiction world of Saros. The studio draws on lessons from Returnal while trying to give enemies, projectiles and environments immediately recognizable sonic signatures.
Experiments include heavily processed didgeridoo recordings used to develop the sonic character of the Eclipse and the Yellow King. The developers also describe unexpected source materials that help make creatures and environments distinct.
The team discusses 3D sound, DualSense haptic feedback and reverberation technology as ways of communicating combat information through audio. Accessibility considerations are part of those design choices.
Sound as part of gameplay
Audio can tell players where danger is coming from before they can see it. Consistent signals help a complex combat encounter remain readable.
Housemarque's explanations concern the studio's development process; they are not an independent technical analysis of a final release.





