Saros releases this week, April 30, and it's good. You can read my review right here . Ahead of its release, I spoke with Housemarque's creative director, Gregory Louden, and art director, Simone Silvestri, about the game's development, its cosmic-horror inspirations, Sony's purchase of the studio following the release of Returnal, keeping narrative secrets, and much more. Game Informer: How quickly did development on Saros begin after Returnal? What was that process? Gregory Louden: Right after Returnal launched, there was a very small team, which was basically kind of the small group of Returnal directors, and we essentially started to think of the new game. But we also knew we wanted to continue to support Returnal, so there was the Tower of Sisyphus Returnal Ascension update. A lot of the Housquemarque team was working on this, sort of the pre-DLC we did for players that came out a year later. And then there was a small vision team that was beginning to work forward on what would be Saros.…