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Sam Slater reveals creation of Saros soundtrack with drone metal and manipulated voices

Saros - Divulgação
Saros - Divulgação

British composer Sam Slater has shared details about working on Saros’s soundtrack. The OST of Housemarque’s game arrived on streaming services on May 22nd. The work combines elements of dark synthesis, drone metal and manipulated voices to build the atmosphere of Carcosa.

Slater, who has already signed award-winning productions, treated the creation like a musical puzzle. Ele sought to capture the essence of a planet marked by Eclipse. The result mixes organic and high-fidelity electronic textures.

Processo initial sought soul from fictional world

The creative conversation started with creative director Greg Louden and the Housemarque team. Ambos share a passion for metal. Isso helped align visions on the desired tone.

Eles exchanged playlists with broad references. The goal was to define a sound language for a non-existent world. Slater usually starts from building the universe before composing specific melodies.

In the beginning, test images guided the first ideas. The team tested whether each element belonged to the visual and sound universe of Saros. Essa stage evolved into a three-dimensional puzzle that needed to function during gameplay.

The composer avoided rigid distinctions between score and sound design. Para it all integrates a single audio system in the game. Diálogos constants between teams ensured intentional spaces and overlaps.

Biomas influenced the musical identity of each region

Cada’s Carcosa environment received its own sound treatment. Em Ancient Depths, the main theme uses ceramic sounds that simulate rocks in caves. The reverb descends progressively to create a constant falling sensation.

Quando or Eclipse activates, metallic percussions connect to the rhythms of the sound design. The player’s proximity to the machines changes how the music interacts with the environmental effects.

Em Desecrated Fortress, experimental vocalist Rully Shabara recorded with a hanging sheet of metal. The setup generated unstable feedback with each scream. The result transforms human voices into something unrecognizable.

Essa approach appears along the track. The only element of humanity preserved refers to Arjun’s memories of Nitya.

Faixa main was born as emotional theme for Nitya

Sun is Forever began as the theme for Nitya, a central character despite being distant in the narrative. Slater avoided the siren song tone. Ele sought an almost maternal quality in the voice.

The music carries subtle mystery. Quando the guitars enter, the moment brings catharsis. Elas represent the Eclipse that interrupts the calm.

The contrast between love, longing, corruption and anger marks the track. Slater sees these contradictions as the core of the story and the entire score. Arjun becomes a hero precisely because of his inherent corruption.

Eclipse symbolizes degradation and overload. “Normal” Elementos and Carcosa present high definition that the phenomenon progressively destroys.

Efeito Corruption Sets Eclipse’s Sound Signature

Slater used overdrive as a sonic metaphor for Eclipse. The effect makes the waveform exceed the limits of the circuit.

Outra notable feature is the displacement of melodies by six semitones. The base world remains, but the melodies change places. The brain recognizes the root, but feels something is wrong.

Essa technique creates discomfort without drawing attention to the technical transposition. The player absorbs the feeling of a destroyed home.

Boss fights summarize the thematic identity of each level

Músicas of bosses follow the identity of the biomes, both in the normal version and in Eclipse. Elas represent the culmination of sound ideas from each region.

At the same time, they need to deliver simple, fluid energy. Slater notes that hits generate a feeling of flow for both the composer and the player.

Muitos players report this same feeling when facing bosses. Repetition of encounters reinforces the thematic impact until final victory.

  • Sun is Forever is present as an emotional theme
  • Ancient Depths explores constant descent with reverb
  • Desecrated Fortress turns voices into choppy feedback
  • Eclipse activates metallic percussion linked to the sound design
  • Overdrive and melodic transposition define sound corruption

Jogadores should feel complete immersion when leaving Carcosa

Slater compares the experience to leaving a good movie after the credits. The built world needs to be so coherent that the return to reality causes a small shock.

The Housemarque team sought harmony between story, gameplay, music, sound and acting. The composer hopes that the public will appreciate this collective “magic trick”.

The OST is now available on streaming platforms. Ela invites listeners to revisit Carcosa’s journey even outside of the console.

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