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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
Stylizing a Sci-Fi Frontier

Game Description Image

Adam Volker has worked in games and animation for 13 years. He worked briefly in AAA games at BioWare and Midway as a concept artist. Then, art directed the short film The Fantastic Flying Books of Mr Morris Lessmore, which won an Academy Award in 2012. He was nominated for an Emmy in 2018 for Manifest 99, a narrative VR experience. Now he works at Soft Rains creating narrative and mechanically peculiar games while trying to make them as pretty as possible.

Game Description Image

Ambrosia Sky is set on colonies built on the back of asteroids nestled in the rings of Saturn. Its about Dalia, a Scarab . Familiar with death, a scientist enlisted to cure humanitys mortality on her return journey home. Our Narrative Director, Kait Tremblay, had built this incredible world in their head. I felt like my job was to distill the parts that needed to shine for the player and make them real.

When players pick up the controller to play what youve made, you have an opportunity to spark their imagination, to show them a world they havent thought of, and if youre lucky, inspire them to make something and pay it forward. Good art is cumulative.

Game Description Image

I strive to create a distinctive style for each project. There are centuries of brilliant 2D art to be found. So many styles to explore that artists before me have expressed in paint (digital or otherwise). What havent I tried to translate into 3D yet? Just as importantly, whats cool looking? What sounds fun to try!? I pick one or two strong references for myself and the 2D team to dissect, understand, and internalize. Then we method act our paintings, using the tools taught to us by other painters and render objects from our unique world with those rules. The painting below is me trying to paint the large graphic shapes from our references with details inside, and design a building unique to our colony.

Game Description Image

You can try, but you cant erase your own way of painting; its a beautiful thing about creating anything. Everyone has a style, whether they paint or not. Even as our concept team tries to emulate the style of the specific references Ive chosen, we trust the process to produce something wholly unique. Its a fun exercise to start each project by combining simple, strong references and my own precious biases. (haha)

To get us started and to help direct the team towards what Im aiming for, I made this spectrum and placed our goal on it. The two axes, one for the design of objects and the other for the final rendering style, helped us define what we wanted the word stylized to mean.

Game Description Image

Its a pet peeve of mine the way our industry uses the word stylized to describe non-realistic visuals. For our Ambrosia Sky, we wrote our own definition. There is so much media out there that is really good, and if you have the appetite, even more after that. Its 2025 now. We drink from a visual firehose. It means the chance to surprise people when you actually get their attention is special. We only get so many at bat.

I was looking for painterly detail, rendered inside graphic forms. A stylized world where colour choices werent literal, and subverted expectations of what outer space might look like. I feel like every year, our photographs of space bring back new colours, new textures that were there and we didnt see before. Its still such a big mystery whats out there. We had to try to represent visually more than we know now. For instance, we designed our airlock door to spin as a sphere instead of opening on a hinge. Why not?!

Game Description Image

Our game features vast, desolate spaces filled with fungus. Part of our game involved giant, dead space creatures so that we could dip our toes into the realm of fantasy. But at the end of the day, to hold the gravity of our story that is about death and lifes finality, the game needed to be credible. The world needed to make sense and had to have a rich amount of detail. Even if it was stylized. Shared language is crucial when trying to establish a unique style for a game. Despite our sophistication in design, not everyone thinks of the same references in the same way.

Game Description Image

The visual language of any project should be built alongside the story of the world, reinforce the gameplay and highlight the themes of the idea. Production design involves translating a theme into a visual language, being specific about details, and adhering to a concept throughout the entire production. Its a question and answer. What designs support Dalias journey? How do we make a maximalist game about fungus legible?

Ysabel painted this; she is one of the most talented painters Ive worked with. She put mood, design, organized colour, stylized brushstrokes AND story all into this image. This was a milestone painting for articulating the game. When she painted this, we hadnt started building out our 3D kit for the game yet. This piece was a north star then, and still is one I return to, reminding me how the game should feel.

Concept art is for iterating, its for exploring. A good piece of art inspires the teams imagination to create the game depicted in the picture, but concept art is a promise. After a few months of painting the building blocks, it was time to translate it into engine. We had some influences, a clear distinction of what we were after, and a huge stockpile of lore, character writing, and themes to draw from. Now we had to climb the mountain.

We filled in the corners of the world with paintings. Built a design language for the technology, and layered in history for different ages of architecture. Another huge challenge of the project was the life form Dalia encounters when she finally lands on the Cluster. The exo fungus.

Game Description Image

Malicious space fungus that has overgrown the living spaces, airlocks, and facilities of her hometown. This was not only a set piece of our gross, dead, derelict world, but also the core of the gameplay. To uncover the truth about what happened to her friends and loved ones, Dalia must face a mutating, growing enemy by cleaning it away.

Each fungus has its own gameplay parameters, behaviour and interaction with the world. As Dalia learns what it does, we as players do too. It needed to be awful and beautiful. Gross and alluring.

Game Description Image

Game Description Image

Game Description Image

We settled on high visual density, but not high detail. Graphic shapes everywhere, simple colours. Players needed to walk into a busy room, find what they were looking for immediately, assess the danger level in a room quickly and plan their route around it. With everything glowing, growing, and fighting for your attention, we chose to make each funguss shape design unique, individualize the colours between them, and keep the silhouettes strong so players wouldnt be overwhelmed by what they saw.

The final challenge was turning the art wed painted into an explorable 3D space. The design of the forms was straightforward. Build something big and flat to grow fungus on top of, easy. Making it feel painterly was harder. It took us several iterations and a lot of open-minded experimentation, but we got there. I think the game looks beautiful.

Game Description Image

Please wishlist the game on Steam , join our community Discord , follow us on social media , and, of course, download the https://store.steampowered.com/app/3716830/Ambrosia_Sky_Demo/"" style="color:#bb86fc;text-decoration:none;">demo to get your first hands-on experience with Ambrosia Sky.

[ 2025-06-24 16:43:09 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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    MacGamestore

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