AROS | Details on the Making of the Game
Blog

housemarque.com/news/2025/11/7…

Visuals are a fusion of "neoclassicism and Italian futurism", opposing aesthetics that create something 'organic and hauntingly structured' when combined

Soltari Shield fundamentally changes combat, while you avoided bullets in Returnal, now the player actively interacts with them to use them against enemies

Music: Composed by Sam Slater, intertwined with what's happening onscreen, leading the player through all the different environments

Tentacle Tech: New animation technology adds weight and movement sway that moves naturally for more immersion

Destruction: Wanted to take destruction to the "next level". Full blown rigid body, particle-based simulation that fits VFX pipeline, reactivity when you shoot enemies that explode into bits and pieces that adds to the "reactive nature of the game"

Gunplay: Want to make targeting enemies both loose and precise, where you know where your shots go, but luring players to want to get closer too