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Ambrosia Sky is a first-person immersive sim where the only thing standing between you and the answers you seek are treacherous zero-G anomalies, deadly alien fungus with their own unique abilities, and the creeping guilt that maybe if you hadn’t abandoned this place all those years ago, everyone you used to know might still be alive.

Ambrosia Sky: Act One will be your sombre homecoming to a colony that is overrun with a vibrant, alien ecosystem. Adapt and survive encounters with various forms of hostile fungi that will burn, electrocute, and overwhelm you. Harvest their fruit to craft powerful new chemical agents to fight back or open new avenues of exploration. And pick through the desiccated remains of a once populous colony as you journey into strange depths to unravel the dark mystery that left its inhabitants dead, missing, or maybe even complicit.

Ambrosia Sky’s unique gameplay blends rewarding exploration with meditative cleaning. Use your chemical sprayer to cleanse unique strains of deadly fungi, each one trying to burn, electrocute, or trap you. Study their behaviours and harvest their fruiting bodies to craft powerful upgrades, like electrical foam you can use to reroute power to power doors or consoles.

The stylized world of Ambrosia Sky is a living ecosystem with both the hostile fungus and the remnants of those who once lived there. Explore a series of environments across a range of mission types, using your tether to traverse unstable gravity fields or reach hidden passages to uncover the mystery of the Cluster.

Your mission isn’t purely personal. As part of an enigmatic order of scientists in pursuit of human immortality, you are also tasked with finding victims of the contamination whose DNA can be studied. Find these chosen deceased, perform a sacred ritual to further your research and understand the disaster through the lives of the people destroyed by it.

ABOUT THE DEVELOPMENT TEAM

Soft Rains is a Toronto, Canada-based game studio focused on delivering world-class development experience in our work, from world-building and memorable storytelling to immersive gameplay and art. 

Ambrosia Sky
Soft RainsDeveloper
Soft RainsPublisher
2025-11-10Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Scarabs, Immortality, and Saying Goodbye to theDead

Game Description Image

Welcome to the second of our developer logs on Ambrosia Sky! In this initial series of dev logs, well dive deeper into certain aspects of Ambrosia Sky, Soft Rains first-person clean em up game about exploring an agricultural colony in the rings of Saturn that has been devastated by an alien fungal crisis.

In Ambrosia Sky, you play as Dalia, a disaster clean-up specialist known as a Scarab. Scarabs are a loose outfit of self-trained scientists, whose specialties are a blend of biology, engineering, and religious mysticism. This blend of focus and specialties informs Dalias perspective and how she interacts with the world around her. Scarabs get sent to sample the DNA of people who have recently died in strange or biohazardous scenarios. Their job is to both lay the dead to rest and clean up the potentially contaminated environment in which they died.

Game Description Image

Early concept art from art director Adam Volker exploring the moment of Dalia beginning a DeathRite.

As sci-fi analogues to real-world bio cleaners- people who are sent into places to clean up after people have died - Scarabs prioritize care in their job. They are not sent here to save anybody, nor are they soldiers; they are mortuary scientists whose job is to catalogue and to clean, to restore a space to working order and to respectfully say goodbye to the dead. Inspired in part by my previous writing work on A Morticians Tale, as well as other media like Annihilation (both the book and the movie, for different reasons), and real-world experiences, Scarabs represent a hidden job that focuses on care and community, but is extrapolated into a sci-fi setting.

But what exactly is a Scarab? Scarabs are mystical field scientists whose job revolves around the dead. Founded when humanity first ventured into the galaxy, Scarabs seek out death in the universe to understand the effects the cosmos has on human bodies. What kills us? Why? And can we harness this knowledge to stop cellular decay? The answer to these questions informs the basis of The Ambrosia Project.

Game Description Image

The AmbrosiaProject

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Screenshot of Dalia coming upon Gerald Parker, an older man she remembers from her youth, who has consented to be part of the AmbrosiaProject.

A common maxim unites Scarabs: understanding death in space is the key to protecting human life amongst the stars. This is known as the Ambrosia Project, a collective effort to research a panacea that can prevent cellular death and decay in humans. In effect: immortality. It is a Scarabs most important creed.

Throughout the project, particularly in its early stages, we conducted extensive research to establish our world. Due to the Clusters agricultural setting, we conducted extensive research into NASAs existing efforts to grow and cultivate crops in space. But I also jumped into the deep end of immortality research, or, more mundanely, anti-aging research. What was the existing thought on life extension, from a cellular level? We didnt want the Scarabs to be pursuing the elixir of life or some magical substance that can be consumed; we wanted them to think concretely about cellular decay and how life in the galaxy affects and could interfere with our cellular growth and death. This led us to consider telomere extension, examining NASAs Twin Study to investigate the impact of outer space on our DNA and bodies, as well as delving into gene editing. It was fun! It was weird. The research made me start lifting heavier weights and eating more cauliflower.

To progress the Ambrosia Project, Scarabs are sent to investigate deaths in the universe. Because Scarabs research requires taking large swaths of cellular samples from recently deceased individuals that occur in a variety of environments (to study protein interactions), Scarabs, by necessity, have to be nomadic. They go to lots of strange places, see how people died, and see what their deaths can teach us about our cells.

So when they are on a job, Scarabs priority is to take a sample of the deceaseds DNA to upload to the Ambrosia Project. After that is done, Scarabs perform a bioremediation, an organic act of cremating the remains via specialized spores. (A lot of Ambrosia Sky is also inspired by our teams real-life experience foraging for fungus.) Importantly, Scarabs only perform death rituals on the deceased who have consented to having their DNA included in the Ambrosia Project, and who have passed within a 48-hour window.

Game Description Image

In-game bioremediation VFX

When we first started thinking about the Scarabs, creative director Joel Burgess and I quickly realized that the Scarabs needed a motivation beyond their specific job, something that would compel individuals to leave their home colonies behind and to seek out dangerous places where people have died. We wanted to add a unique flavour to the Scarabs, making them feel haunted or feared by others. Adding a grandiose goal of seeking human immortality provided the additional element we were looking for. They became strange in addition to being scientific. In an early prototype, I wrote a line that described the Scarabs as star witches, a sort of cute in-world way to poke fun at the blend of science and spiritualism we wanted the Scarabs to embody. Star witches became an instant pillar, providing us with a coherent summary of what makes Scarabs who they are.

Game Description Image

Medieval Medicine and Cosmic Folklore

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Early explorations of what Scarab gear could look like, done by CarlosRuiz.

Ive always been somewhat obsessed with the concept of plague doctors and medieval medicine, and, importantly, how folklore influences medieval science. A big, compelling theme for us, as we think about sci-fi fantasy as a genre blend for Ambrosia Sky, revolves around the idea of what makes folklore so interesting, in the way that its people trying to make sense of something with the best information they have on hand. And we started thinking about what it would be like when we first truly start exploring and settling in the cosmos: what do we know, but more importantly, what dont we yet know? And how would we experience those things that we dont know, and what theories and stories would we devise about them to help us understand them?

This is where the plague doctor analogy came into play for me. Scarabs are scientific, but theres a lot they wouldnt know about how human bodies respond to prolonged life in the stars. So, theyre informed by real, proven scientific methods, but that gets blended with a folkloric approach to understanding the things they cant yet grasp. It makes them a bit magical, a bit medieval in their thinking, grounded in what we know of science and death today.

Fortunately for us at Soft Rains, we have Fiona Jeeva, our associate technical artist, who is also a biochemist. Sure, I could read as many anti-aging books as I liked, but I was still finding the line between coherent and compelling, and Fiona was absolutely instrumental in not letting me get too far off the rails with this folklore-meets-scientific approach to the Scarabs.

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Fiona then assigned me homework and articles to read, which I appreciated.

Game Description Image

Concept of the flower that remains behind after the bioremediation is complete, an exploration of blending the scientific with the mystical of the Scarabs (credit: AdamVolker).

Working with Fiona on the Scarabs helped ground the grandiosity of the Scarabs into a scientific method. Particularly, we discussed extensively how the Scarabs sample the DNA of the corpses, what they are looking for, and how it would all work. Fionas why we discussed the role of environments in protein interactions. Fiona heard me say the word telomeres and asked me why I was interested in them. It was thanks to these conversations with Fiona that we developed the 48-hour rule for sampling human bodies: people who consent to the Ambrosia Project have to have their samples collected within 48 hours of their death, or the samples become non-viable.

Game Description Image

Last Wills and Giving Voice to the Dead

Game Description Image

Early sketch of Dalias emotional state after a Death Rite is completed by AdamVolker.

In Ambrosia Sky, the quest for immortality, known as the Ambrosia Project, manifests in the moments of laying the dead to rest, which we refer to as Death Rites. While scientific in approach (obtain the DNA sample needed to advance the Ambrosia Project), Death Rites are also highly intimate moments with the deceased. While performing a Death Rite, Dalia will listen to the deceaseds Last Will, a testimony that is recorded as proof of their consent to be included in the Ambrosia Project.

These Last Wills give voice to the dead, offering a range of perspectives on our own mortality as told through the eyes of somebody willing to donate their body to scientific research. Some are able to look at their own impending death straight on, others require humour and distance to accept their mortality, and others need to believe in something greater than themselves to be able to accept it. We really wanted these Last Wills to convey the different ways we all feel about and think about our own mortality. This is where a lot of the work I did writing for A Morticians Tale is really felt in Ambrosia Sky: both games strive to convey with compassion the different ways people respond to death, but with Ambrosia Sky, we wanted to have the opportunity to explore how we feel about our own death, rather than the death of our loved ones.

Each Death Rite is different, and each one affects Dalia in a different way, as some are people shes known her whole life, and others are complete strangers.

Like the rest of Ambrosia Sky, even the identity of the Scarabs is a wonderful mixture of our teams collective inspirations, experiences, and influences. And as Dalias job, Scarabs inform a lot about Ambrosia Sky, from the writing to the story to the gameplay. In a future dev log, well dive deeper into the gameplay of Ambrosia Sky, exploring the details of how the Scarab job manifests in gameplay specifically.

Game Description Image

Please wishlist the game on Steam , join our community Discord , follow us on social media , and, of course, download the demo to get your first hands-on experience with Ambrosia Sky.

[ 2025-06-10 16:36:20 CET ] [Original Post]

Minimum Setup

  • OS: SteamOS 3.6.24 or higher
  • Processor: Steam Deck APU or other Quad-core processor. 2.4 GHz or fasterMemory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: Steam Deck APU. NVIDIA GeForce GTX 1080 or other equivalent with 8 GB VRAM
  • Storage: 16 GB available space
  • Memory: 16 GB RAM
  • Recommended Setup

    • OS: SteamOS 3.6.24 or higher
    • Processor: Quad-core Intel or AMD processor. 3.0 GHz or fasterMemory: 16 GB RAM
    • Graphics: NVIDIA GeForce GTX 2080 or equivalent with 8 GB VRAM
    • Storage: 16 GB available space
    GAMEBILLET

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