TL;DR
Housemarque has signaled that its next PlayStation 5 title following Saros may be a smaller, more experimental project rather than another blockbuster. This matters because it suggests the studio is deliberately avoiding the "bigger is always better" trap that has led to ballooning budgets and development cycles across the AAA industry.
What Happened
Housemarque, the Helsinki-based studio behind Returnal and the upcoming Saros, has publicly hinted that its next PlayStation 5 game could be smaller in scope. In a statement to Push Square, a studio representative said, "There are interesting opportunities we'd like to look at," directly implying the team is weighing a more contained project after the ambitious Saros.
Key Facts
- Housemarque is currently developing Saros, its next major PS5 title, which is expected to be a large-scale roguelike third-person shooter following Returnal.
- The studio's comment to Push Square on June 16, 2026 marks the first explicit acknowledgment that its next project might not follow the same scale.
- Returnal, released in 2021, was Housemarque's first AAA-scale game and won multiple awards, but also carried a development cycle of roughly 5 years and a significant budget.
- Before Returnal, Housemarque was known for smaller, arcade-style titles like Resogun (2013) and Nex Machina (2017), which were developed on faster timelines and lower budgets.
- Saros was officially announced in February 2025 during a State of Play presentation, with a 2026 release window.
- Sony Interactive Entertainment acquired Housemarque in June 2021, shortly after Returnal's launch, making it a first-party studio.
- The studio's current workforce is approximately 100 employees, a size that makes it one of Sony's smaller first-party teams compared to Naughty Dog or Santa Monica Studio.
Breaking It Down
Housemarque's hint is not a casual aside — it is a strategic signal. The studio built its reputation on tight, replayable arcade experiences. Returnal was a deliberate leap into AAA territory, blending Housemarque's signature bullet-hell mechanics with a $70 price tag, cinematic presentation, and a longer narrative. It succeeded critically and commercially, but it also stretched the studio's resources. A smaller next project would allow Housemarque to return to its roots: fast iteration, lower risk, and creative experimentation.
The average AAA game now costs over $200 million to develop and market, with some titles exceeding $300 million. For a studio of 100 people, every project is an all-in bet.
The economics of game development have shifted dramatically since Resogun launched as a PS4 launch title in 2013. Housemarque's smaller games could be developed in 18–24 months with a fraction of the headcount. Returnal took roughly 5 years and required the studio to double its staff. A smaller project would not only be faster to market but would also allow Housemarque to experiment with new gameplay systems, art styles, or even genres without the weight of a $70 price tag and massive sales expectations.
This also fits a broader pattern within Sony's first-party portfolio. Sony Interactive Entertainment CEO Hermen Hulst has publicly emphasized the need for "diversity of scale" in the company's lineup, meaning not every studio needs to deliver a 50-hour epic. Housemarque's hint aligns directly with that strategy: a smaller, digital-only title could fill gaps between major releases and keep the studio's creative pipeline active without burning out its team.
What Comes Next
The next 12 months will clarify exactly what Housemarque means by "smaller." Several concrete developments are worth tracking:
- Saros release and reception (2026): The game's launch will be the immediate benchmark. If Saros sells well, Sony may push Housemarque to stay big. If it underperforms, a smaller project becomes almost certain.
- Housemarque's hiring patterns: Job listings over the next 6 months will reveal the project's scope. A request for a small, focused team (e.g., 30–40 people) versus a full-staff mobilization will be a clear tell.
- Sony's next PlayStation Showcase (likely late 2026 or early 2027): If Housemarque's next game is announced there, its presentation format — a short trailer versus a cinematic reveal — will indicate budget and ambition level.
- Industry-wide budget trends: Watch for further announcements from Sony about cost-cutting or restructuring. If the company continues to tighten spending, smaller Housemarque projects become more likely.
The Bigger Picture
This story sits at the intersection of two major trends: The Mid-Tier Renaissance and Sony's Portfolio Diversification. Across the industry, studios like Capcom (with Kunitsu-Gami: Path of the Goddess), Sega (reviving Shinobi and Golden Axe), and Microsoft (with smaller Pentiment-style titles) are rediscovering the value of games that cost less than $100 million to make and sell for $30–$40. Housemarque's potential shift reinforces this: the middle market is not dead, it was just abandoned by AAA publishers chasing blockbusters.
Simultaneously, Sony is actively rebalancing its first-party output. After years of cinematic, linear, big-budget exclusives (The Last of Us Part II, God of War Ragnarök, Horizon Forbidden West), the company has started greenlighting smaller projects like Astro Bot (Team Asobi) and Stellar Blade (Shift Up). Housemarque returning to a smaller scale would be the clearest signal yet that this strategy is being applied to its most creatively distinct studio.
Key Takeaways
- [Scale Shift]: Housemarque's next PS5 project after Saros is likely to be a smaller, lower-budget title, marking a strategic return to its arcade-game roots.
- [Financial Logic]: AAA development costs of $200M+ make smaller projects financially prudent for a 100-person studio, reducing risk and enabling faster releases.
- [Sony Strategy]: This aligns with Sony's broader push for "diversity of scale" in its first-party lineup, moving away from an all-AAA portfolio.
- [Industry Trend]: Housemarque's move reflects the mid-tier renaissance, where major publishers are rediscovering the value of games that cost less to make and sell for less.


