1. Ambrosia Sky: Act One
  2. News

Ambrosia Sky: Act One News

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]

Patch Notes - v0.2.2

[p]Hello Scarabs! [/p][p]Just a wee update for you folks today - our latest patch has landed! This patch contains a variety of fixes and adjustments for Act One, including many reported to us by our wonderful community. our Feature Upvote board here. Here's what you can expect in the latest update:[/p][p]🪐 = Community requested or reported[/p]
  • [p]A variety of UI updates across the game 🪐[/p]
  • [p]Progression tuning - prices for upgrades are now more expensive 🪐 (Dev note: This is a balance adjustment as we saw a common complaint that upgrade progression happened too quickly. If you've already acquired upgrades, you won't lose them, but new players will see a better staggered progression to upgrades.)[/p]
  • [p]More graphic resolution in windowed mode[/p]
  • [p]Audio polish[/p]
  • [p]Various audio and music bug fixes[/p]
  • [p]Fruit sample canister can only be collected once, none will respawn upon revisitation[/p]
  • [p]Simplified mission exit options 🪐[/p]
  • [p]Fixed Asteroid collision[/p]
[p] Thank you to our players for helping us make the game better, and we hope everyone has a great end to 2025. We'll be back with one last community update later this week before we take off for some rest.

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

Nominate Ambrosia Sky: Act One for the Steam Awards 2025! 🏆

[p][/p][h3]Support Ambrosia Sky: Act One in the Steam Awards![/h3][p]If you haven't already gotten your nominations in... (Dr Zoidberg voice) Why not Ambrosia Sky?

We think we belong in three main categories:[/p]
  1. [p]Best Soundtrack! The music in Ambrosia Sky is unlike anything else and deserves a highlight for being unique, exciting, and, at certain moments, quite powerful. [/p]
  2. [p]Outstanding Visual Style! With the incredible work done by our very talented art team, we believe our game is pretty (pun intended) stellar in terms of visual style. [/p]
  3. [p]Best Game on Steam Deck! We are VERIFIED, and that comes from a ton of hard work from our technical team, squeezing the Unreal Engine down into a wee portable device that still maintains that beautiful art style on the go. [/p]
[p]Your support in these awards can make a big difference for a small indie game like ours, plus, you get a fun Steam badge for doing it. (ooh, and leave us a review if you can while you're there Submit your nominations here until December 1st at 10am PT/1pm ET!

Thanks to everyone who has been playing the game, leaving us feedback, and submitting bugs! Keep an eye out soon for the patch in the works, and we'll have a minor community update with a bonus for our players before the holidays arrive in full.

See you in the stars,
Colin
Community Manager for Soft Rains[/p]

A Level Design Breakdown

[p][/p][p][/p][p]Joel Burgess is the Studio Head and a co-founder of Soft Rains. He has previously contributed in studio and design leadership roles for Bethesda Game Studios, Capybara, and Ubisoft Toronto. He has led teams of all sizes, and is well-known for his contributions to open world and level design through articles, lectures, and mentorship.[/p][p][/p][p][/p][p][/p][h3]Hi, I’m a Level Designer.[/h3][p][/p][p]I’m Joel, and I wear a few hats at Soft Rains. But the one I’ve worn the longest over my whole career is my Level Design hat.[/p][p][/p][p]I remember when I first created a digital wall. I’d been a curious kid about games and computers, but it wasn’t until 1997 that I visited a friend whose mom had recently bought him a copy of “Level Design Secrets of Duke Nukem 3D” at the local mall. Armed with a CD-ROM and the BUILD engine, he showed me how to manifest a wall with a simple press of PgUp. I was hooked.[/p][p][/p][p][/p][p][/p][p]From there, I cut my teeth modding games throughout the late-90’s golden age of first-person shooters and immersive sims, eventually making my way into the professional game industry, where I’ve done level design on everything from third-person action brawlers to first-person dungeon crawlers, and even a color-matching puzzle… trawler?[/p][p][/p][p]Anyway.[/p][p]Level design is my first love as a game creator, and it has been SUCH a joy to bring that skillset to what the Ambrosia Sky team has created. So I’m here to give a detailed breakdown of one of our levels from the project: The Bhat Communications Tower.[/p][p][/p][p]This level (which you can play in Ambrosia Sky: Act One) sees Dalia exploring a small communications array built into an asteroid near Saturn. She’s sent to collect organic samples that have taken root in unusual places. Along the way, she’ll have to contend with fungal hazards, disrupted systems, and the emotional complexity of walking in the footsteps of the person your old flame fell in love with after you left home. WOO! Sounds like a banger! Let’s peel back the process.[/p][p][/p][p][/p][h3]Where do Levels Come From?[/h3][p]We’ll begin at the beginning: where did the foundation of this level originate? Two main ideas drove it: one rooted in world-building, and another borne from a design experiment.[/p][p][/p][p]The world-building piece originated with “The Playhouse”, a location we’d planned and scrapped in an early phase of the project. This was an asteroid we had envisioned as a series of public spaces which the people of the Cluster had built around infrastructure tech, including a long-range broadcast beacon. We always think of the Cluster through the lens of its people and the community they’d form over multiple generations — this familiar, human element provides a strong narrative counter to strange and speculative elements of our sci-fi setting. So the idea of people building a community folk theatre in an asteroid bristling with space-age communication gear felt great to us.[/p][p][/p][p]While the larger concept of the Playhouse remains on the shelf, I still liked the idea of a communications array overlooking Saturn’s rings, and our plot had a use for this kind of location as well.[/p][p][/p][p]The design experiment, on the other hand, was comparatively abstract — I wanted to try making a level with a really small footprint. By the time work began on this level, the game was well into production. Our core mechanics, especially cleaning and tether movement, were taking shape, and we’d built some other levels already. I was curious to stress-test those learnings by situating them in a small physical space with a high density of exploration and movement. Put another way: I wanted to build a level that really made use of its nooks-n-crannies.[/p][p][/p][h3]Massing Phase[/h3][p]I was able to kickstart my work on this level by borrowing an existing room sketch I’d previously made using the modular kit created for the game by Thomas Fraser. (My love of modular level-building is well documented, and the ability to “doodle” in a test level and have those doodles be useful for later ideas is one of the great side perks of working this way)[/p][p][/p][p][/p][p][/p][p][/p][p]I chose this “Atrium” room to start with because I thought the high-ceilinged central space would give good opportunities for players to use the tether or low gravity, and I’d get good use from the way the columnades partition the space to create a puzzle flow using our electrical simulation. I also just liked the cathedral-like shapes. (Fun fact: in the project files, this level is called “Power Church”)[/p][p][/p][p]The next room — and I really wanted to limit myself to two rooms for this layout — would house the titular Communication Tower. I wanted the tower itself to be an obelisk-like, central feature for two reasons: first, its height would showcase the mobility options offered by tether and gravity. Second, the tower shape would require players to navigate around a central target to get ideal lines of sight whilst cleaning.[/p][p][/p][p][/p][h3]Sequencing the Player Experience[/h3][p]As I blocked out the dimensions, I was also thinking about how I wanted to sequence the level or create a sense of pacing & flow.[/p][p][/p][p]I wanted the pace of the level to be somewhat slow and deliberate. This is supported by the primary objective of the level, which focuses on finding a number of samples hidden throughout the space, and would play into my goal of emphasizing “nooks-n-crannies” exploration. This is how I imagined the flow playing out:[/p]
  1. [p]Dramatically frame a clear — but “locked” — primary route upon first entry into the Atrium.[/p]
  2. [p]Once confronted with that blocking problem, I figured the partitioned side chambers would be the most likely “second read” of the environment. So I wanted to visually present players with a solution to the blocked-path problem — but without an obvious visual path to reach it.[/p]
  3. [p]From there, I wanted players to build a mental map of the space, to imagine how the visually connected compartments might be physically connected, ultimately discovering a workaround path through an opening high above the floor.[/p]
  4. [p]Once the player escapes the “Atrium”, the “Tower” room is much more free-form, with players able to access the vertical space with their tether or, optionally, by locating and disabling the gravity controls.[/p]
[p][/p][p][/p][h3]Using Electrical Simulation as Puzzle Element[/h3][p]To help create the Atrium puzzle flow, I would be relying on the Resource System — a simulation built for Ambrosia Sky that underpins systems like the flow of electricity. The Resource Simulation is incredibly powerful, but at this point in the project, we hadn’t quite decided how to harness that potential and communicate it to the player.[/p][p][/p][p]I could, Dear Reader, tell you that I cruised through this step of creation, guided by my pristine design vision. But that would be a lie — I struggled mightily on this room for some time. To summarize my woes with the clarity of retrospect: my early attempts to incorporate the resource system for a power puzzle were too complicated, the physical flow of the room was too obscure, and the possibility space of the power simulation was too broad.[/p][p][/p][p]It was frustrating to feel stuck on this puzzle, but spinning my wheels also helped clarify some design decisions about how we use our powerful resource simulation as a gameplay element.[/p][p]To help you follow along, here’s a primer on the way power works in Ambrosia Sky:[/p]
  • [p]Entities in the world can be either a “source” or a “sink” for a particular resource, in this case, electrical power.[/p]
  • [p]We typically use a generator as an intuitive power source. These are often paired with toggle switches.[/p]
  • [p]Most sinks have some “powered” function. Doors can be opened, for example, and lighting fixtures illuminate rooms, etc.[/p]
  • [p]Wires are essentially long resource sinks that create a physical, visual connection between sources and sinks.[/p]
  • [p]Electrical fungus creates “bad power”. If this “bad power” touches any part of an electrical simulation, it “Overloads” the entire network of connected sources and sinks.[/p]
  • [p]Blue, “overloaded” entities malfunction (eg: an overloaded door cannot be opened) — and can electrocute the player. (ouch)[/p]
  • [p]Cleaning the source of “bad power” removes the Overloaded state, reverting to the normal Powered or Unpowered state.[/p]
[p][/p][p][/p][p]As this power system design clarified itself, I was simultaneously getting early team feedback that the level was too confusing. The power puzzle was too open-ended, without a clear “beginning”, and the side chambers were too difficult to find a way into.[/p][p][/p][p]So I made the Atrium a more explicitly two-step power puzzle, and sequenced it this way:[/p]
  1. [p]Overloaded wires lead in two directions from the exit door, helping guide players’ eyes to the side chambers.[/p]
  2. [p]I created a break in the barrier so players could walk directly into the left-side chamber, where cleaning away electrical fungus restores “good” power to the puzzle door — but leaving it unpowered.[/p]
  3. [p]There’s no obvious way into the right-side chamber, but there is a large pass-through opening near the ceiling. Breaking the symmetry of the built environment was a sort of tutorial; some players would proactively engage the mental map problem, thinking about how the spaces might connect and seeking an entry. Others fell back on cleaning, looking for mission samples, and general exploration — but given the small size of the environment, I didn’t have to worry too much about them becoming bored, lost or frustrated, since the opening is pretty large and tends to be found relatively quickly, even accidentally. (I did make sure to seed some fungus to grow through the opening, however, since it is both a visual and a gameplay attractor)[/p]
  4. [p]Beyond the pass-through, players discover a “back-of-house” route into the right-side chamber, where power generators can be fired up. Now players can freely use the doors in this area and progress to the Tower room.[/p]
[p][/p][p][/p][p]One nice thing about a puzzle design like this in a richly simulated game — you can totally play the steps out of order. There’s not a ton of complex, choreographed scripting. I’m just using the same simulation systems as the player — meaning some folks will find the upper passage first, and that’s okay! This fluid, simulation-first approach also offers players interesting opportunities to be creative. It’s led to some surprising speed-run strategies![/p][p][/p][p]Once players exit the Atrium, they’re into the Tower room. As mentioned before, the Tower room was much more straightforward — its main purpose was to house a big vertical element, after all. That said, it evolved iteratively over time and in team playtests, as I looked for opportunities to make this area interesting to explore and to serve the larger “nooks-and-crannies” goal of dense exploration.[/p][p][/p][h3]Main Objective & Exo-Fungus Passes[/h3][p]Each level in Ambrosia Sky has a main objective, and as mentioned earlier, this level’s objective archetype is a sort of scavenger hunt for special samples. So as the large shapes of the level were nailed down, I started looking for hiding places that would give players a sense of satisfaction, surprise, helpful guidance — or some combination of those.[/p][p][/p][p]The free-form nature of this objective archetype complemented the level’s compact size, since retreading to find a missed sample rarely requires covering much ground. It also allows players to switch focus between explicit challenges (like puzzle solutions) and more passive “zen” play, such as general cleaning or skill play like optimizing fungus harvesting.[/p][p][/p][p]Speaking of which, a huge part of Ambrosia Sky level design involves working with exo-fungus colonies, which are impactful to level design for several reasons:[/p]
  • [p]Size! Large colonies can create flow, block sightlines, and even act as platforms at the scale of architecture.[/p]
  • [p]Dynamicism — Fungal colonies aren’t always passive. They often grow in response to the player, giving level design a useful way to create drama, draw the eye, and call out points of focus in the environment.[/p]
  • [p]Gameplay Friction — our fungi blur the line between environment and enemy. The placement of explosive fruit and electricity-overloading tendrils are as much a part of encounter design as placing enemies and traps in a more traditional FPS.[/p]
  • [p]Crafting & Progression — fungal fruits are also the resource that drives the progression loop, which adds a skill axis for players who want to optimize their harvests. Destroying fungus indiscriminately squanders valuable samples.[/p]
  • [p]Replay — Players can revisit levels to go for 100% cleaning coverage, which is more of a sandbox play form, and puts fungus colony placement on center stage once the main objective has been completed.[/p]
[p][/p][p]I could write an entire article about working with our toolset to generate and tune exo-fungus colonies! But for the sake of this one, I’ll highlight one of the happy realities of working with our fungi. The fungus's dynamic nature makes it very tolerant of tweaking and iteration, especially once the rigid architectural elements are in place. This is a fun way of working, and it feels simultaneously like an additional layer of architecture, as well as a traditional encounter pass in the way you might add enemies and traps to a more traditional, combat-driven game. [/p][p][/p][p]The dynamic nature of our tooling also gives level designers more flexibility to solve problems with fungal colony generation that might otherwise require changes to level architecture or uniquely scripted gameplay.[/p][p][/p][p][/p][h3]Integrating Narrative[/h3][p]While the physical level design took shape, its place in the overall world and story of Ambrosia Sky was also coming into focus. While the old “Playhouse” location concept was no longer required or planned for in our story arc, the concept of a comms array still fit very well into our world-building for the Cluster. We were still especially fond of the idea that community members had repurposed this piece of industrial, long-range technology for day-to-day local broadcasts — and how they might use that in a time of crisis.[/p][p][/p][p]Our Narrative Director, Kait, was able to build on this foundation through “found narrative,” which largely means the bits of text scattered across the level.[/p][p][/p][p]We think a lot about the Cluster's generational history. Dalia’s generation is tied to the legacy of their parents, who themselves are descended from the first frontierspeople to establish the Cluster community. This connection is subtle, but it’s where the name of the location — Bhat Communications Tower — comes from. Bhat is a family name, and Ila Bhat is the current operator. The story of Ila unfolds through the found narrative here and overlaps with Dalia’s history, enriching Ambrosia Sky's overall world-building.[/p][p][/p][h3]Finalizing[/h3][p]Kait’s work here is just one of the many ways that folks at Soft Rains collaborate to bring a level from its initial form to a final product.[/p][p][/p][p]Team playtesting is one of the first and biggest impacts; I’m still amazed at how much of a difference it makes to get an idea out of my head or my notebook and into the engine, where peers can run around and offer critique. I try to get to this step as early as possible, especially if I’m getting stuck on problems that will get quickly dislodged by playtest feedback.[/p][p][/p][p]Beyond playtest, there are many hands, even on our small team, that touch a level on its journey to the player. Custom musical and audio work goes into each level, quality testing and performance are areas of important expertise, lighting and color script efforts elevate functional illumination into artwork, other designers ensure systems are connected and appropriately used, editor tooling and codebase work make my work possible to do at all, and the list goes on.[/p][p][/p][p]Level design can feel like a solitary craft at times — and some of my favorite moments with it happen when I’m deeply engrossed in the editor, thinking through player experience. But at its best, level design is both the showcase of a team’s collective work across disciplines and the product of collaboration through feedback and implementation.[/p][p][/p][p]I hope you’ll appreciate the end result when you play this level and the rest of what we’ve created for you in Ambrosia Sky: Act One.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]If you want more insights on a different level from the game, check out this archive from our recent 24-hour Extra Life stream, where Joel & Sofy show off a previously unrevealed level for the game.[/p][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, and an overview of what Ambrosia Sky is.[/p][p][/p][p]Ambrosia Sky: Act One, plus its soundtrack, is also available now to purchase!

[dynamiclink][/dynamiclink][/p]

Ambrosia Sky: Act One is now available!

[p][/p][previewyoutube][/previewyoutube][p][/p][p]To celebrate our launch, we've created a brand new trailer above that should put you in the right headspace as you step into Dalia's shoes and return home.[/p][p]Take a peek at it above, or find it on our store page!

Don't miss out on our launch discount of 15% off! We also offer a bundle featuring our stellar soundtrack, which includes a 20% discount when you purchase both items together. [/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]If you're joining us on this journey for the first time, here's a handy primer to our community spaces!

🐞 Submit bug reports & feedback using our Feature Upvote board![/p][p]This board is reviewed weekly, allowing us (and you!) to track our progress in addressing community concerns and submit these reports directly to our internal tracking systems.

🙋‍♀️ Join our community Discord server![/p][p]If you want to chat directly with the development team, get updates about the game, or just find fellow fans to chat with: this is your home for all things Ambrosia Sky!
[/p][p]📖 Read our past devlogs![/p][p]Since June, we've been sharing monthly devlogs that go in-depth on our tech, our world, and our characters. If you want to learn more about the game straight from the source, head over to our News section and you'll find them!

🔗 For all of our other links, including social media, personality quizzes, and our recent Extra Life streams, use our handy dandy Linktree! [/p][p][/p][p][/p][h2]RE: Acts Structure[/h2][p][/p][p]Hey, folks! Joel here. I'm the Studio Head at Soft Rains.
[/p][p]I appreciate y'all taking the time to share your thoughts, and it's only fair to return that favor.
[/p][p]We’ve gotten some questions about our act release structure, so we wanted to take a moment to offer some clarity around future act releases and how they’ll work, when they’ll release, and what they’ll cost.  We didn't want to release information that might change - but given the questions raised by our community members, I'd like to be transparent.
[/p][p]When Will the Story be Complete?[/p][p]The story of Ambrosia Sky is planned across three acts. With the foundation and systems built for Act One, we're able to focus on new content and iteration. Our goal is to release Acts Two and Three in 2026, completing the story arc for Dalia and the Cluster Crisis.
[/p][p]What Will Act 2 and Act 3 Cost?[/p][p]We’ve seen a lot of questions about pricing, and that’s completely fair. Here’s the honest answer: we don’t know yet, and we don’t want to mislead anyone by guessing.
[/p][p]Our goal is to make future Acts accessible and fairly priced for everyone who’s supported us so far. If Ambrosia Sky reaches a wide audience, we’d love to release Acts 2 and 3 as free updates. If sales are more modest, we’ll likely need to release them as paid DLC at a reasonable price to support the team’s ongoing work and ensure the story is finished properly.
[/p][p]We know it’s unusual to leave that open, but we’d rather be transparent about what’s realistic than make promises we can’t keep.
[/p][p]Why Not Early Access?[/p][p]Simply put, Early Access didn't align with the future we envision for Ambrosia Sky.  Ambrosia Sky is a single-player experience, a story told in three acts, featuring a gameplay sandbox that immerses you in the Cluster.[/p][p]Act One itself presents a complete game loop and overall experience, concluding on a cliffhanger to establish forward momentum for Act Two. We felt an episodic release more accurately reflects the structure of the game and experience.[/p][p]This release structure enables us to focus on delivering the best version of that story, immersive setting, and gameplay sandbox.
[/p][p]Why Wasn’t This Already Shared?[/p][p]That’s a fair criticism, and we understand why it’s frustrating. The truth is that we decided during recent development that Early Access wasn’t the right fit for our story-driven, single-player game. At that point, our priority was finishing and polishing Act One, not locking ourselves into a pricing model that might not fit the game.[/p][p]In hindsight, we should have finalized and communicated this structure more clearly before launch. We’re sorry for the confusion and will keep everyone informed as we learn more about our path going forward.
[/p][p]How Can You Help?[/p][p]If you've already bought the game, thank you so much. Your support is deeply appreciated. If you're hesitant about the price, consider wishlisting the game. Steam will automatically notify you of future discounts so you can buy when the price is right for you.[/p][p]Aside from that, it's all about reaching new players. Leaving a positive review helps Steam suggest the game to people who might like it. If you're comfortable recommending the game to other people in your life and online, that's the kind of grassroots support that made indie games viable in the first place, and it's our best chance of survival at a time when big games with massive marketing budgets are aggressively pushing for attention anywhere they can.

[/p][p]At the end of the day, we've taken a risk. By self-publishing Act One, we've put the power in your hands. Now it's up to players to set the course for Ambrosia Sky's future. Thanks for giving us a chance.[/p][p][/p][p][/p]