Ambrosia Sky: A Canadian Title To Keep Your Eyes On

Ambrosia Sky: A Canadian Title To Keep Your Eyes On

Sitting Down With The Team Behind The Game

Ambrosia Sky: A Canadian Title To Keep Your Eyes On

Ambrosia Sky was one of the more unique titles we saw at Summer Game Fest 2025, and with a recent story trailer released, we can start to put together some of the pieces of the game. Part disaster-clean-up, part survivor’s guilt, this title from Soft Rains looks like it will bring both a deep story and stunning art style to the table.

Today, Ambrosia Sky officially announced the game’s release date. The game will follow a three-part, episodic release, releasing Act 1 on November 10, 2025. To celebrate, we wanted to learn more about the game, the trailer, and why we should keep our eyes on Ambrosia Sky. The game is made by Canadian studio Soft Rains, based out of Toronto, in partnership with BC studio Blackbird Interactive, so plenty of Canadian talent has had their hands in bringing the game to life. CGM was able to sit down with Art Director Adam Volker and Narrative Director Kaitlin Tremblay to discuss the deep story and beautiful design behind Ambrosia Sky.

YouTube video

How did the team come up with the concept of Ambrosia Sky?

Kaitlin Tremblay: Looking back, and the more I think about this question, the more it feels to me that Ambrosia Sky really was this moment of “What are we interested in making, right now, in 2022?”—we founded Soft Rains at the end of 2022. And we were pretty immediately interested in this idea of job simulators, and adding a depth of narrative to that sort of player fantasy.

And to be honest, when we first started up, we got into the engine almost immediately, and one of the first things we prototyped was the cleaning mechanic. We were interested in the idea of cleaning volumetric and hostile fungus, but we weren’t sure it would work until we all played the very first experience of it, with a water gun and Unreal spheres. It worked, we saw the promise of it, and never looked back after that.

Sci-fi was also an early element of the game that we stuck on. We all liked sci-fi, but we were curious what sort of sci-fi environment and story we could tell that felt contemporary and like a true reflection of the moment we were all in. The topic of food scarcity, and how do we feed astronauts and future colonies in space, was a big interest area for us, which led us to thinking of growing fungus in outer space, and the role of outer space agriculture. 

And then the Scarab part of it, the death rite portion of the game, came from thinking about interesting cleaning jobs. Death cleaners are real-world jobs, and we were pretty immediately interested in what the role of death cleaning could be in outer space, and how to weave in elements of folklore and sci-fi into the job. Ambrosia Sky really is the confluence of a bunch of different inspirations coalescing because we had the right team together, with the same sort of creative impulses and inclinations, and it’s truly a reflection of who we are as a team, rather than one individual person.

Ambrosia Sky: A Canadian Title To Keep Your Eyes On

What is the story behind Ambrosia Sky, and how will it be experienced by the player?

Kaitlin Tremblay: Ambrosia Sky is the story of Dalia, our protagonist, coming back home to clean up after a fungal crisis has broken out, killing many people. Dalia doesn’t know the extent of the crisis—who is alive, who isn’t—but she knows some people have died. So the story is two-fold. It’s the story of the people who lived here, their day-to-day lives as well as the ways in which they tried to fight the crisis and survive. But it’s also the story of Dalia’s homecoming, her returning to the place she was born after being away for 15 years, and having to reconcile her survivor’s guilt and all the reasons she left in the first place.

The story will be experienced by the player through Dalia’s dialogue, which is fully voice-acted, as well as through “found narrative”, aka text logs and such throughout the game. Dalia will give voice to her own emotional state as she tries to keep her composure and perform the disaster-clean-up job she is here to do, despite being confronted by the terrifying reality of what the crisis took away from this place. The found narrative, in turn, will give voice to the people of this place, the ones who died or who evacuated, what their stories are, who they were as people, as a way to give our setting a distinct personality in contrast to Dalia’s.

Then there are the death rites, the cinematic vignettes where Dalia finds victims of the crisis and lays them to rest. These short vignettes show Dalia performing her Scarab duties of sampling the DNA of consenting individuals while listening to the deceased’s “last will”, effectively. These audio log, “last wills,” are a way for the dead to give voice to their own stories, to hash out how they feel about their impending death and why they are consenting to the Scarab’s Ambrosia Project.

Ambrosia Sky: A Canadian Title To Keep Your Eyes On

Trailers so far refer to “The Crisis” and then also refer to it as “just a job.” What is the severity of the situation you, as a player, are dealing with?

Adam Volker: The situation escalates for Dalia right from the get-go. She hasn’t been home in forever, so the anxiety of how she left things already has her worked up, then as she finds her hometown overgrown, in danger, and many of its inhabitants dead from “The Crisis,” things only escalate emotionally for her from there. When she thinks of it as a job, I think she is trying to talk herself down from totally losing grip.

There is a comic book-like style in Ambrosia Sky. What was the inspiration for this, and how did it come to be?

Adam Volker: Comic books are exactly correct! We built a lot of the style of game, taking inspiration from comic book authors like Matias Bergara and other illustrators like Killian Eng. There is such energy in what they do, and we knew we wanted to build a universe with giant dead space creatures, sentient fungus and pulpy abandoned space colony superstructures. Pulling from comics felt like a natural choice.

There is a strong sense of spirituality around your missions in Ambrosia Sky. Could you discuss this within the overall structure of the game?

Kaitlin Tremblay: I think there’s lots of leaps of faith we, as humans, take all the time, and going out into the cosmos for the first time, trying to settle the stars for humanity, was one of these moments where it felt like there was so much space for this sort of leap of faith. I’ve always thought a bit more in terms of folklore than spirituality. What are the stories we tell ourselves to make sense of the things we cannot understand? But there’s definitely an element of spirituality in there.

What gives us comfort? What helps us extract meaning from the world around us? I like sci-fi that grapples with these ephemeral aspects. The universe is so vast, and we know so much, but there’s also so much we don’t know, and I think it’s that gap that is really compelling to me. How do we make sense of that gap in our knowledge? What comforts us when we’re confronted with a universe that is much larger than we could ever fully understand? No matter where we are in the universe, we’re still going to be humans, and we’ll still carry these elements of meaning-making with us.

This was a huge element in the writing of Ambrosia Sky: what do people cling onto? Is it scientific? Is it spiritual? Is it community? We all cling to something, so a lot of the overall plot and writing is related to this idea of where do we find meaning and how do we reconcile our own emotions in the face of that.

Ambrosia Sky: A Canadian Title To Keep Your Eyes On

Could you talk about the main weapon in Ambrosia Sky and how it can change as you go throughout the story?

Adam Volker: Dalia is definitely more scientist than soldier. The tool she uses is a cleaning device she has modified for use on her missions. As a Scarab, Dalia finds herself in all sorts of peculiar situations across the cosmos, and this is a tool she has modified to spray cleaning liquid. Throughout the game, the player will be able to upgrade their sprayer to improve the distance, cleaning power and shape of the nozzles. They will also have the opportunity to harvest the fruit from the fungal species they encounter and craft special upgrades that have different applications throughout the game.

How would you describe the genre of Ambrosia Sky?

Adam Volker: We’ve been called a science fiction ‘clean-em up’ and also jokingly a Metroid Grime. I think those are wonderful genres! The game is an exploration of both the lost colony on the rings of Saturn and of humanity’s mortality. It’s slow-paced, exploration, tinkering with environmental puzzles, and completionist cleaning. It’s got a great story to unravel, and asks some pretty big questions. 

Kaitlin Tremblay: I’d also add that it’s very much a sci-fi game, but it’s not hard sci-fi. We were more concerned with incorporating elements of mythology and folklore into the game than with getting our science 100% correct. There is lots of real-world scientific research and grounding to our themes and the world and the writing, absolutely, but we never shied away from our weirder ideas because of the science. When dealing with themes like immortality and finding closure in the cosmos, we felt leaning more into the cosmic and fantastical side of things would give us more room to play with these themes and let the story take on a more surreal and strange tone.

Ambrosia Sky: A Canadian Title To Keep Your Eyes On

What is one thing you want people to experience while playing Ambrosia Sky?

Adam Volker: I have the most fun playing Ambrosia Sky when it allows me to vibe out and clean a room. I discover puzzles, experiment with the different spray types and let my mind wander. I contemplate the space I’m in, the artistry of the environment and the people I’ve left behind. It’s a very inward journey that is very special to our game, and if we can get a few players to that mindset, I’d really love it.

Kaitlin Tremblay: I think our world is really cool (I’m biased), so the parts I enjoy a lot and that I hope other people enjoy are the moments where our world gets to shine through. Whether it’s in the music, or the environment art, or the levels, or the found narrative, I hope players are able to catch the glimpses of this weird world we’ve put together and find something in it that is neat or compelling or shocking.

Ambrosia Sky Act 1 will release on November 10, 2025, and the game is currently a part of Steam Next Fest until October 20th, 2025. You can read our Summer Game Fest preview here, wishlist it on Steam, check out Epic Games Store or follow Soft Rains on BlueSkyInstagramX, and Discord for updates.

Dayna Eileen
Dayna Eileen

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