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Ambrosia Sky: Act One News

The Treatment of Death in Ambrosia Sky

[p][/p][p]Exploring the death rituals was one of my first tasks when I started out as a Technical Designer at Soft Rains. The team didn't have a solid plan on how to approach them at the time, so I was given a long leash to play around with. I had a few strong references in A Mortician's Tale and L.A. Noire. At the time, we wanted to have many death rituals per level, with varying levels of realization, and we considered them side objectives in the game.[/p][p][/p][previewyoutube][/previewyoutube][h3]L.A. Noire[/h3][p][c]A higher fidelity reference that includes hand animation when inspecting the body.[/c][/p][p][/p][previewyoutube][/previewyoutube][h3]A Mortician's Tale[/h3][p][c]Multiple-step body preparation that includes the use of multiple tools.[/c][/p][p][/p][p]We started out with a more interactive approach, similar to our references, letting the player select tools to use and progress through the procedure steps. We iterated to make the experience feel intuitive, but struggled with the pacing shift between the main gameplay and the death ritual experience. Every time the game waited for the player's input, it felt clunky and broke the flow, taking people out of the emotional arc we were building.[/p][p][/p][previewyoutube][/previewyoutube][h3]Early Prototype - First Iteration[/h3][p][c]Player presses an interact prompt to enter a death ritual state with a unique overlay. The player follows the instructions in the overlay, using multiple tools to complete various tasks. The death ritual ends when the body is bioremediated.[/c][/p][p][/p][p]We learned a lot from these early prototypes. We learned that we could create an intimate, tender moment while sticking to a first-person view by focusing on Dalia's hands and how she touched the remains. And ruled out some of our direct references, too; for example, the hovering hand in L.A. Noire didn't read well with the camera so close to the remains.[/p][p][/p][previewyoutube][/previewyoutube][h3]Early Prototype - Hovering Hand[/h3][p][c]Trying to emulate L.A. Noire more closely; having Dalia's hand hover over the body, and the camera follow the hand. The first-person view in this prototype made the whole experience uncomfortable. We quickly walked away from this.[/c][/p][p][/p][p]Even breaking the interactions into a few chunks still felt clunky. So we moved towards a single cinematic to capture the moment.[/p][p][/p][previewyoutube][/previewyoutube][h3]Early Prototype - Breaking Into Chunks[/h3][p][c]Reducing the amount of actions the player needs to take. Instead, pausing and waiting for an player input to proceed at several stages. Even this approach is clunky and takes the player out of the experience too much. And testing voice over with temporary VO, while having Dalia encounter a character that is about to die.[/c][/p][p][/p][previewyoutube][/previewyoutube][h3]Early Prototype - A Single Cinematic[/h3][p][c]Remove the requirement of any interaction from the player. Iteration on the writing. Give Dalia (and the player) a moment to confirm the death before proceeding with the ritual.[/c][/p][p][/p][p]The exploration of the death rituals also included considering how these are placed in a level. We learned how valuable set dressing is. We considered gating the death ritual behind some fetch quests for personalized items required to include in the ritual and complete it. [/p][p][/p][p]But again, that all seemed to knock the air out of the ritual itself. Not letting the player complete the ritual upon finding the body felt bad. Some of the personalized ritual elements, like coins on the eyes, read silly in first person. We could have pushed through some of these challenges later on, possibly with higher fidelity; for example, if the coins were smaller, and it wasn't the unreal mannequin in the shot. [/p][p][/p][p]On the other hand, selecting moments that felt strong and hit as intended despite the placeholder assets felt like stronger choices that would set us up for success and reduce added work down the road.[/p][p][/p][previewyoutube][/previewyoutube][h3]Early Prototype - Placing coins on the eyes[/h3][p][c]Testing a different death rite; having Dalia place coins on the deceased's eyes. It looked very silly, so we decided to walk away from it and not gamble that it would work better with a higher-fidelity realization.[/c][/p][p][/p][p]Once we started to receive strong, sombre emotional responses from early playtests with folks outside our studio, we knew we had landed on something special. In the process, the place of the death ritual in our game also changed. They became more centred, the focal point in the space they are in. This helped establish a stronger direction for the rituals, but also a higher-production, more bespoke one.[/p][p]Notes I shared when we started working on the Parker & Walsh Farm level demonstrate this learning:[/p][p](Some general thoughts on DRs, some of this is obvious, but worth repeating - I feel.)[/p]
  • [p]a death ritual should be rooted in the scene around it - the scene should tell a story about that person, how they ended up there, how they died, and so on...[/p]
  • [p]the player should have some space to sit with the emotional impact of it, there should be some build-up to the reveal of the space where the remains are, and some ramp-off to sit with it.[/p]
  • [p]the death ritual shouldn't be tucked away - like, it's not hiding in a drawer haha - it should be very evident when you enter the space[/p]
  • [p]throughout the level, as the player approaches the DR space, there should be opportunities to learn about the deceased, their connection to the space, and the people around them. So by the time the player gets to the remains - they should have "met" the deceased.[/p]
[p]All of this meant that we would have fewer death rituals in the game, and each would be expensive to produce.[/p][p][/p][previewyoutube][/previewyoutube][h3]Early Prototype - Validated Proof of Concept[/h3][p][c]The placement of the death ritual is integrated into the scene. Music starts building as soon as the player enters the space, and Dalia reacts to the body and the scene soon after. The scene conveys what may have happened to the deceased, allowing the player to explore and speculate before engaging the remains. Interacting with the body triggers an animation sequence that guides the entire procedure, culminating in the bioremediation of the remains. [/c][/p][p][/p][p][c]Bioremediation is a particle effect that covers the body and conceals its disappearance; effectively "turning the body into a flower". After the player regains control, Dalia reacts to the experience -- letting the player sit with the emotional impact longer. And this experience "hits" with early playtesters, even with temp assets.[/c][/p][p][/p][p]At this point, we were really confident that we could achieve the desired emotional outcome of the death rituals. At the same time, we were solidifying the core loop of Ambrosia Sky, defining its feature sets, scoping, and building out our production pipelines.[/p][p][/p][p]As part of this reevaluation, we decided to lean on the strength of our existing team. That's when Kait, our Narrative Director, had the idea to lean more on our 2D and comic art experts, and deliver the key frame moments with comic panels. It was a big shift and a big lift for those art pieces, but I felt confident we could hit the mark. We've already shown that we could hit the emotional response with temp assets, a few keyframe anims, and choice music. I was convinced that we could replace the key frames with still images, and we had much higher confidence in achieving high-quality images than in the animations.[/p][p][/p][p]Putting together a quick prototype with still images of those key frames allowed us to communicate the idea to the team and to onboard our concept artist, Vash, to start working on the comic panels. It also helped build confidence in this direction among the folks working on the feature.[/p][p][/p][previewyoutube][/previewyoutube][h3]Comic Style Prototype - First Iteration[/h3][p][c]Use the key frames of the full animation sequence to generate four comic panels that appear on top of the remains. The bioremediation particles are visualized on the comic panels and the body, connecting the player back to the scene at the end of the sequence. Music continues to play after the player regains control, allowing the player to sit with the experience.[/c][/p][p][/p][p]At this time, the team decided to take on a challenge; instead of recreating a death ritual we already knew worked, we picked a new character to prove out this new approach. The team picked Gerald; if we could make people feel something for this stubborn, grumpy old man, then we could deliver on all our other death rituals with this approach. [/p][p][/p][p]In response to my hesitation to take on a risk, Kait pointed out that having already proven out an approach for a straightforward ritual, picking a character that broke the mould would help us make sure that we could both achieve the emotional experience with a crochetchy character, as well as make sure that our direction could support a range of emotional tones. So we began working on the first iteration of Gerald’s death ritual.[/p][p][/p][previewyoutube][/previewyoutube][h3]Comic Style Prototype - sketches for panels and text[/h3][p][c]Using a more complex comic-style layout that better utilizes negative space and layers panels within the physical space. The personal testimony is delivered via text that appears atop the panels after they have all been revealed. The sequence pauses before bioremediation, letting the player take it all in before it disappears.[/c][/p][p][/p][p]Leaning on all our learning from the validated prototype, we started working on the level layout for Parker & Walsh Farm. We placed the death ritual prototype in its intended location in the level and began iterating on it in the context of the surrounding level.[/p][p][/p][previewyoutube][/previewyoutube][h3]Comic Style Prototype - Placed in Greybox Level[/h3][p][c]Placing Gerald's death ritual in an early version of the Parker & Walsh Farm level. Seeing the space we have to build up for the emotional impact, and the type of things the player could be doing before and after the ritual. Closer to final render on some panels and seeing how they render in-game.[/c][/p][p][/p][p]Placing the death ritual in the level made it easy to demonstrate how important it was to give the music space to build. It wasn't enough to start playing the music when the ritual began; the tone had to build before the player approached the remains.[/p][p]We couldn't just rely on distance to build up the music. We felt that most players would spend enough time approaching Gerald in the apartment, but wanted to account for those who traverse faster or use a shortcut. We implemented a dynamic buildup with various triggers throughout the apartment to respond to the player’s exploration patterns.[/p][p][/p][previewyoutube][/previewyoutube][h3]Comic Style Prototype - Dynamic Music Escalation[/h3][p][c]Testing dynamic music escalation; entering the room, leaving the room, leaving the room after exploring a bit. The music escalates using triggers set up in Gerald's apartment, spiralling up to the location of the remains. Another layer of escalation in the vocals when bioremediation begins. And ramping down for some time after the player regains control. Also showing some progress on panel rendering.[/c][/p][p][/p][p]Continuing the iteration of the comic panel approach, we loosened the first-person camera rule, which allowed the panel reveal and framing to be more dynamic.[/p][p][/p][previewyoutube][/previewyoutube][h3]Comic Style Prototype - Art Pass[/h3][p][c]Progress on art assets, including a modular mesh for bodies in the game, posed for Gerald. "He's... older" line from Dalia doesn't work with the realized model. A more dynamic camera to frame the scene and the panels. The text appears with the panels to maintain the emotional connection between the text and the panels. Bringing back the temporary voice-over to test the impact of it. Tuning the lighting and rendering on the panels for better colour representation. Better input prompt to begin bioremediation. This version increases the confidence in this direction for the rest of the team.[/c][/p][p][/p][p]Eventually, I was mostly hands-off with the death rituals, and the feature's realization was driven more by art, narrative, and music. We got more animation support and were able to bring back some of those intimate first-person perspectives of Dalia interacting with the deceased. Textures and set-dressing were strengthening the existing structure of the emotional experience.[/p][p][/p][previewyoutube][/previewyoutube][h3]Comic Style Prototype - Finalizing Assets[/h3][p][c]Finalized meshes. Texturing on all assets. Set design. Lighting pass. Dalia animations, leading up to the panels, and after bioremediation. Finalized bioremediation particles and post-bioremediation bloom. Sound design pass.[/c][/p][p][/p][p]It was incredible watching the death ritual evolve; Kai's and Harmony's took on whole new identities with rich stories. I wrote Kai's personal testimony, and the team brought it to life.[/p][p]Ultimately, the death rituals perfectly encapsulate the interdisciplinary strength of our team. They are the part of our game touched by most hands, and they were made better for it.[/p][p][/p][previewyoutube][/previewyoutube][h3]Final Version - Gerald's Death Ritual[/h3][p][c]Final assets; final set design and lighting pass. Voiceover performances for Gerald's personal testimony and Dalia’s reactions.[/c][/p][p][/p][h3][/h3][p][/p][p][/p][p]If you want to know more about the development of Ambrosia Sky, take a look at our prior dev logs that cover our main character Dalia, the role of a Scarab, the art & audio direction of the game, a look at the tech & design behind our cleaning mechanics, an in-depth look at level design, and an overview of what Ambrosia Sky is.[/p][p][/p][p]If you still haven't picked up Ambrosia Sky, now is a great time to do so! The game is currently on sale for 20% for a limited time, and the Act Two free update arrives soon.[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Act Two arrives this year as a free update!

[p][/p][previewyoutube][/previewyoutube][p][/p][p][/p][h3]Greetings Scarabs! ːscarabsignː
[/h3][p]We have an important update to share about Ambrosia Sky’s next chapter. ːambrosiaprojectː
[/p][p]We’re excited to be able to bring the full story to everyone as soon as we can. Ambrosia Sky: Act Two will now serve as the conclusion to Dalia’s return home. When we first introduced Ambrosia Sky, we outlined Dalia’s story as a three-act journey. As development has continued, and as we've reflected on what the story truly needs, we've decided to bring the remaining chapters together into a single, cohesive finale. 
[/p][p]Focusing our full development efforts on Act Two allows us to deliver a polished, thoughtful, and cathartic ending to the crisis that began when Dalia first set foot onto The Cluster. Act Two will be the end of her journey as she races to uncover the reasons for the crisis and find her girl, Maeve. She will find answers to many of the questions that Act One raised, though Dalia may discover more than she bargained for…  [/p][p][/p][p]From a gameplay perspective, Act Two will echo Act One in terms of content and will include all new mission locations to explore, new exo-fungus to contend with and harvest, as well as an updated progression system with new upgrades. [/p][p][/p][p]Ambrosia Sky: Act Two will be a free update to the base game. When Act Two is released, we will increase the base price to $24.99 USD to reflect the full experience. While we don’t have a specific release date to share just yet, our priority is to make sure the finale feels worthy of Dalia’s journey and of this community.
[/p][p]We’ve taken feedback from our community on Act One, and by concentrating our efforts on Act Two, we can make Ambrosia Sky a cohesive and cathartic experience.  
[/p][p]Thank you to everyone who has played Ambrosia Sky: Act One so far! We’re excited about what’s coming in Act Two and can’t wait to share Dalia’s completed story with you all. Keep an eye out on our socials and on Steam as we’ll be sharing more about the upcoming Act in the coming months. 
[/p][p]Thank you for your continued support![/p][p]The Soft Rains team[/p][p]ːhonkytotː[/p][p][/p][p][/p][p][/p]

The Cluster Archives / Volume One

[h2][/h2][p][/p][h2]Hale Volkova’s first address as leader of the Cluster[/h2][h3]We dig together, we grow together.
[/h3][p][/p][p]It has been a generation since my father, the esteemed Dr. Veer Volkov, packed up his few belongings from Earth and made way to the asteroid belt around Saturn.
[/p][p]Earth was dying, but not dead yet. And while humanity prepared their spaceships for galactic travel, learned the known rules of the universe and picked which ones to defy, the success of humanity’s expansion into the cosmos was threatened by a simple need: humans must eat.
[/p][p]But there was a glimmer of hope. Asteroids dotting Saturn’s rings, which seemed to host a growth of exo-fungus. Fungus which did not wither under radiation nor break under solar winds. Fungus that grew from mineral-rich soil in the asteroids, made of composition we would soon discover the secret of … once it was too late to turn back. But before the discovery of the soil came the discovery of the fungus. All that was needed were those courageous enough to pack shovels, tea pots, and trowels and head for an irreversible life, establishing agriculture on those dead rocks.
[/p][p]My father, Dr. Volkov, was one of those brave few. He led the intrepid scientists and frontiersmen to new life. His spacesuit was the first to leave the airlock. His shovel broke the first ground. His hand cultivated the first exo-fungus, and his stomach digested it before anybody else. He survived on the alien fungus and then he set about building a world to cultivate it. Knowing there was no future left on Earth, they broke down their spaceships to build homes, they tilled what they could of the soil and mined what grew deep in the ground. Still, harvests were unreliable. The fungal growth was sporadic at best. Abundant at times, scarce at others. It did not follow a harvest/fallow period like on Earth. Because, of course, we were not on Earth.
[/p][p]And eventually, as my father and the others would learn, we weren’t even living on a rock. We lived on the dead and decomposing remains of a long forgotten cosmic leviathan, a beast unknown to human physiology and seeming to have drifted into our solar system as its final burial. We prophesied that the leviathan came from a void, or elsewhere, deceased eons before mankind ever walked. We reckoned that as its corpse drifted into Sol, it got caught in Saturn’s gravity, its soft, decomposing body ripped apart by the force of Saturn’s pull, orbiting the gas giant in its dismembered decay. [/p][p][/p][p]When we learned of this truth, we ran calculations. How long until the decay was too far gone to support human life? How long until the ground crumbles and we must evacuate? Centuries longer than my lifetime is the projection, based on the current rate of decomposition. Humanity’s best botanists and agriculturalists all agree. Centuries more. If not millennia. Our generation shall eat. The next generation, my newborn stepdaughter’s generation, will eat. And so shall her children’s generation, and the next, and the next. Our end is not nigh. [/p][p][/p][p]And just as soon as humanity spread far enough into the galaxy, fed by our supplies, they forgot about us. In turn, we, too, forgot that the leviathan was once a living thing. We disinfected its name, defanged it in our collective memory so we could continue tilling its bone and eating the fungus that grew from its decay without giving it further thought. Even as it fought back in turn, infecting us with Clusterlung from inhaling its spores, we sanitized it. This is the price to pay for not being hungry. This is the price to pay for being sated. This is the price of your lives among the stars. A price paid by the broken bones of the leviathan and the broken bones of those who built this world for us. This is the cost of survival. Remember that. [/p][p][/p][p]That is what we must never forget. We do what we do to survive. To eat. And I will do what I must to ensure that, no matter how much we have been shunned by the rest of humanity, that we will never go hungry. I will never forget about you, my community, my disciples, my family. I will fight for us to live here and thrive here and depend upon no one but ourselves.
[/p][p]We once fed humanity, and that made us great.
[/p][p]Now we need only feed ourselves, and that makes us strong.
[/p][h3]Hale Volkova[/h3][p]Year 2210[/p][p][/p][p][/p][p]Thanks for reading the first of our dive into the archives of The Cluster, as we unearth the history of the colony and its people. We'll be sharing more soon as we continue on our journey to Act Two. [/p][p][/p][p]✨ See you in the stars,[/p][p]Colin \[Community Manager][/p]

Community Update #3 / January 2026

[p][/p][p]Hello Scarabs! ːscarabsignː[/p][p]Community Manager Colin here with the latest report: we've got new Steam items, we're taking down our demo, and we've got some upcoming updates to hint at vaguely at the end of this post. Let's dive in...[/p][p][/p][p][/p][h2]ALERT: Incoming items! [/h2][p][/p][p][/p][p][/p][p]Folks may already notice the brand new trading cards arriving in their inventories! We've added trading cards, profile badges, profile backgrounds and even a Steam Deck start-up video so you can fancy up your digital spaces with some cool new stuff. [/p][p][/p][p]Here's what we've added:[/p]
  • [p]Six new profile badges (incl. foil!)[/p]
  • [p]Five new trading cards to collect[/p]
  • [p]Six profile backgrounds[/p]
  • [p]A Steam Deck start-up video[/p]
  • [p]Plus, these emoticons: ːhonkytotːːscarabsignːːambrosiaprojectːːdaliahelmetːːskullriteːːzerogtetherː[/p]
[p][/p][p]The game badges also reflect the journey that the player (and other characters) find themselves on. Upon arrival at The Cluster, you find everything in Decay. Time (and a sentient alien fungus) has not been kind to the colony. As you explore, you start to uncover what has happened here and how the people lived here, a key Discovery. Dalia will find themselves on a path of Growth while facing her past.[/p][p][/p][p]It is after these first three steps that the colony can finally begin to see Restoration, as the alien fungi are removed. Each step brings the player and Dalia closer to the Truth and maybe even... a Rebirth. [/p][p]
[/p][p]Finally, our very own Joel Burgess tinkered away in Unreal and came up with a great new Steam Deck start-up video; it pairs well with our officially Steam Deck Verified™ game. :D Take a peek below for a preview:[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Don't forget to collect the cards, grab the new items from the point store, and of course, craft the badge so you can display your very own Scarab badge on your profile.[/p][p][/p][p]Grab the new items here![/p][p][/p][p][/p][p][/p][h2]PSA: Our demo is going away very soon![/h2][p][/p][p]Ambrosia Sky has come a long way since our demo launched, and we feel it no longer reflects our main title. It's also a lot of development bandwidth to update it, and we are focused on Act Two! While this might just be a goodbye for now, we will be removing the demo from Steam by Friday, January 30th, at 12pm EST. (We're taking it down that morning, so it will be gone before this time!)[/p][p][/p][p]If you've already added it to your library and downloaded it, you can hold onto it forever as a wee Ambrosia Sky time capsule. If you've been on the fence and want to still try the game out, you've still got some time![/p][p][/p][p][/p][p][/p][h3]Some other quick community news...[/h3][p][/p][p]We've got some bite-sized items for folks to check out in case they want to dive deeper into the world of Ambrosia Sky. In case you didn't see them on our social channels, here's what you missed on Glee: [/p]
  • [p]Our one-page TTRPG is now available on itch.io for free! Go check it out.[/p]
  • [p]Our Discord book club is still taking on new members! We're working out a new format for the club, but if you don't want to miss what we're planning, join the server![/p]
  • [p]If you follow us over on Twitch, you'll get notified when the aforementioned Joel Burgess hops on stream and works on some new Act Two levels![/p]
  • [p]Also, we got Bailey Wolfe (Dalia's VO) to read out some of your Steam reviews. Take a peek below to see if yours got included![/p]
[p][/p][previewyoutube][/previewyoutube][p][/p][p][/p][p]At the top of this post, I mentioned I would vaguely tease some upcoming things: well, hold on to your horses because this community update is just the tip of the update iceberg! We've got an accessibility game update, a new bit of worldbuilding, an upcoming sale, and more arriving sooner than you think...[/p][p][/p][p]Thanks again to everyone who has played Act One, told a friend about it, and left us a review on our Steam page. These all help us make sure the future of Ambrosia Sky & Soft Rains is a bright one! ☀[/p][p][/p][p]✨ See you in the stars,[/p][p]Colin[/p][p]\[Community Manager][/p][p][/p]

Grab Ambrosia Sky: Act One for 20% off! (also happy holidays from us!)

[p][/p][h3]Ambrosia Sky: Act One is now 20% off for a limited time! ✨[/h3][p][/p][p]From 12/18-1/5, you can experience what Inverse called, “A promising start for a somber sci-fi tale.” for only $11.99 USD! (or $15.59 CAD 🍁) If you haven't picked it up yet, now is a great time. (it also makes a good gift for a pal, just in case you need something last minute...)[/p][p][/p][p]Holidays are the time to return home, and it turns out you can go home again, it just might be full of 🍄 when you get there. [/p][p][/p][p][/p][p][/p][carousel][/carousel][p][/p][h3]How about an Ambrosia Sky-inspired one-page RPG? 🎲[/h3][p][/p][p]In case you want to take your death cleaning with you into our real world, our community manager Colin has put together a small one-page TTRPG inspired by Ambrosia Sky! This one-page solo journalling RPG emulates some of the game's mechanics, encouraging you to clean/tidy spaces while also reflecting on the important items you come across as you do so.[/p][p][/p][p]It is called: YOU LEFT HOME AND BECAME A SCI-FI DEATH CLEANER AND NOW YOU MUST RETURN HOME (also your ex is there)[/p][p][/p][p]You can grab the PDF now for free on our Discord, or keep an eye out in January for its release on itch.io.[/p][p][/p][p][/p][p][/p][p]That's it for us this year! We're heading out on break soon for a well-earned rest, and then we'll be back at it again at the top of 2026 as we continue our work on Act Two. Lots of updates and news will be coming from us in the new year, so stay tuned. [/p][p][/p][p]Thank you to everyone who has played the game, left us feedback, left a review, submitted a bug report, and told their friends about us. You've all helped us have a great 2025, and we couldn't have done it without you.

From all of us here at Soft Rains, we hope you have a safe and happy holiday! 💜

See you in the stars and in 2026,[/p][p]Colin[/p][p]\[Community Manager][/p]