Housemarque's audio identity for Carcosa game refined, not reinvented. The studio carried forward its gameplay-first approach, emphasis on strong player feedback, immersive soundscape, and ambition to showcase PS5 features. The game's audio identity was refined, not reinvented, as per the studio's principle. The Eclipse became a creative anchor for the game's sound identity.

A didgeridoo recording session in the studio led to the discovery of a versatile sound element. The recordings were manipulated to sound like a deep voice, eventually becoming the foundation for the Yellow King's vocalisations. The cinematic announcement trailer showcased these creative explorations, featuring the didgeridoo source alongside other sounds.

The game's sound design combined grounded recordings with heavily processed and abstract elements, crafting sounds that felt familiar yet alien. The ocean in the Yellow Shore was created from recordings of marinated chicken, frying chicken, and walnuts being moved around a bowl. The score by Sam Slater also brought its own powerful vocabulary to Carcosa, combining distorted voices, synthesis, guitars, and darker experimental textures.

The sound design aimed to make the varied parts of Carcosa have their own identity while still feeling connected to the same world. The enemy vocalisations were designed to be fast, tonal, and memorable, particularly for attacks that players need to recognise quickly enough to dodge or absorb with the shield. The studio created distinct sonic families for organic, mechanical, and cosmic enemies.