
Game intel
Ambrosia Sky
You are Dalia, a deep-space disaster specialist dispatched to the rings of Saturn. You’ll lay victims to rest, clean up alien fungus, and research its strange…
Ambrosia Sky caught my eye for one reason: it doesn’t just say “immersive sim” and call it a day. It leads with a weird, specific hook – clean-’em-up sprayer combat in a decimated Saturn-ring colony – and backs it up with zero-G tether traversal and harvest-to-upgrade systems. That’s not press-release wallpaper; that’s a thesis. With Soft Rains co-developing alongside Blackbird Interactive (Hardspace: Shipbreaker), we’re looking at a blend of systemic sci-fi and tactile utility that, if tuned right, could feel like PowerWash Simulator slammed into Prey’s Talos I and drifted into the rings.
Here’s the pitch: you play as Dalia, a field scientist returning to a shattered colony tucked into Saturn’s outer rings. The place is overrun by mutable alien fungi — some explode, some electrify, some actively hunt you — and your main tool is a chemical sprayer that purges growths and harvests their “fruit.” Clean to survive, harvest to upgrade, upgrade to push deeper into a cluster of asteroid settlements. The loop reminds me of The Gunk’s tidy-up-and-advance rhythm, but with more teeth and more systems to poke.
The traversal hook has my trust for one reason: Blackbird Interactive knows zero-G. Hardspace: Shipbreaker’s movement model was tactile and readable — enough inertia to feel dangerous, enough control to feel fair. Ambrosia Sky’s tether lets you yank objects, sling through unstable gravity pockets, and pry open hidden corners as gravity direction and strength fluctuate. If that dynamism applies to puzzles and combat — pulling conductive debris into electrified spores, for example — we’re in immersive-sim territory, not just a platforming novelty.
Combat and upgrades sound deliberately intertwined. Crafting ammo that mimics fungal abilities suggests you’ll collect spores to unlock alt-sprays — maybe a conductive mist to set up chain shocks or a volatile mix to prime explosive clusters. The trick will be giving players enough systemic overlap to improvise. Can you coat a surface to attract hunting fungi into a trap? Can tether momentum knock enemies into contaminated pockets you then ignite? The trailer teases these possibilities; the demo has to prove they’re real.

Soft Rains is a new studio stuffed with old experience — credits across Skyrim, Fallout 3/4, Left 4 Dead, VALORANT, and Grindstone. That mix of systemic design, feel-good moment-to-moment, and readable combat could go a long way here. Pair that with Blackbird’s zero-G chops from Shipbreaker and you’ve got a credible answer to the toughest part of the pitch: making “cleaning” feel like play, not chores.
And yes, immersive sims need champions right now. With Arkane shifting focus and bigger publishers getting skittish about systemic risk, we’ve seen the subgenre carried by indies who pick a strong angle (Gloomwood’s stealth retro, Skin Deep’s slapstick systemic hijinks). Ambrosia Sky’s angle — a meditative cleanser that doubles as a survival tool — is genuinely fresh. If it threads the needle between contemplative and kinetic, it could sit between Prey’s toolbox and Jusant’s mindful traversal in a way we don’t get often.
Narratively, the trailer is framed by an audio log Dalia uncovers — a classic immersive-sim move that can quickly feel like a pile of tape recorders unless it’s backed by strong environmental storytelling. The promise to “lay the dead to rest” hints at memorial scenes that might punctuate the grind with reflection. If those moments tie directly into mechanics (e.g., cleansing sites to uncover personal effects that modify the sprayer or tether), it’ll land emotionally and ludically. If they’re static cutscenes, less so.
I’m excited because the ingredients make sense together. Cleaning becomes crowd control. Harvesting becomes crafting. Zero-G becomes both traversal and a physics sandbox. That’s a cohesive fantasy. But there are obvious failure points: a grindy “clean meter” that pads playtime, a shallow upgrade tree that runs out of surprises, slippery movement that turns traversal into seasickness, and audio logs that tell you what the level design should have shown.
Best-case scenario? Ambrosia Sky lets you kitbash solutions: arc a conductive spray across a ceiling, tether a metal crate into it, lure hunting fungi underneath, then trigger a shock chain to create a safe path — all while threading microgravity like a belter. Worst case, it’s a gorgeous chore chart. The demo will tell us which side of that line it’s on.
Ambrosia Sky has a clear, intriguing pitch: clean-’em-up combat, harvest-driven upgrades, and Hardspace-grade zero-G in a haunted Saturn-ring colony. If the systems interlock and the traversal feels right, this could be the rare immersive sim that’s both thoughtful and tactile. If not, expect great vibes wrapped around busywork. Try the demo and trust your gut.
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