Defining a Narrative-Driven, Genre-Bending Sci-Fi Game
Ambrosia Sky is a narrative-driven, genre-bending sci-fi game that combines contemplative exploration, methodical environmental interaction, and emotional storytelling through a two-part structure focused on connection, grief, and queer romance on a doomed asteroid colony. Soft Rains’ debut follows Dalia, a worker sent to explore the remnants of a devastated settlement while dealing with the loss of her home and the absence of her ex-girlfriend Maeve. Instead of centering combat, the game frames its sci-fi game design around PowerWash Simulator-inspired fungus-spraying mechanics, Metroid Prime-like atmosphere, and ritualized Death Rites for those claimed by an alien exo-fungus. This unusual mix of systems and tone helped Ambrosia Sky: Act One stand out among narrative-driven games in 2025 and laid the groundwork for a second and final act that aims to resolve its intimate, character-led mystery without losing its slow, reflective pacing or its focus on emotional resonance.

A Studio Built on Collaboration, Not Singular Genius
Soft Rains was formed in late 2022 by veteran developers who had worked on large-scale projects like The Elder Scrolls V: Skyrim, Fallout 4, Watch Dogs: Legion, and Grindstone, and their experience shaped a studio ethos that rejects the lone auteur myth. Creative director Joel Burgess describes Ambrosia Sky as the most collaborative project he has worked on, stressing that its distinctive feel comes from shared authorship rather than a single vision. This attitude filters into every layer of indie game development, from level layouts to the way Death Rites unfold. Narrative director Kait Tremblay emphasizes that the goal is connection: telling a story that some players may bounce off, but that “the people who get it, get it.” Their focus on specific emotional textures—mourning, duty, complicated love—allows the game’s genre-bending design to support human-scale stakes instead of overshadowing them.
Blending Fungus Sprayers, Death Rites, and Queer Romance
Ambrosia Sky’s genre-bending games pedigree shows in how it stitches together unexpected systems and themes into a unified experience. The core loop borrows the deliberate, almost meditative motion of cleaning games as Dalia sprays away hostile alien fungi, while its worldbuilding and first-person perspective echo classic atmospheric sci-fi. Layered over that is a focus on queer romance, with Dalia’s relationship to her missing ex-girlfriend Maeve driving much of the emotional tension and player curiosity. The game’s “death positive” philosophy gives structure to this, as Dalia conducts Death Rite ceremonies to honour those lost to the exo-fungus, turning what could be a grim loop into a celebration of life and memory. Tremblay hints that Act Two will push this further, asking what it means to perform rituals for people Dalia dislikes or has complicated feelings about, expanding the emotional range of its narrative-driven games approach.

From Trilogy to Two Acts: Tightening the Story’s Focus
Ambrosia Sky was first announced as a trilogy, but Soft Rains shifted to a two-act structure once they saw how players responded to Act One. Burgess explains that releasing the first act gave the team concrete feedback and confidence to refine the shape of the saga, leading them to decide that a two-part format would provide a stronger, fuller expression of the story. Tremblay describes this change as an opportunity to tighten the narrative, maintain momentum, and “laser focus on everything” they wanted to say about Dalia, Maeve, and the colony’s fate. Instead of an early-access style drip of content, the act split gives a clear promise: this is a finite story with an ending. That clarity has also encouraged an “all killer, no filler” mentality in Act Two, with new mission locations, additional exo-fungus types, and a reworked progression system that supports player choice without bloating the experience.
Marketing as Emotional Storytelling and Player Conversation
Soft Rains’ approach to indie game development extends beyond design and into how they talk about the game. At the XP Game Summit, Tremblay spoke about taking on both narrative and marketing duties, reframing promotion as an extension of storytelling instead of a separate discipline. According to Tremblay, marketing became “about actually understanding why people respond to what they respond to,” treating trailers, posts, and press beats as a way to sell emotions rather than features. Player reactions to Ambrosia Sky: Act One reinforced that philosophy: fans quickly zeroed in on Dalia and Maeve’s relationship, affirming that the emotional core was landing. That feedback loop has shaped how Soft Rains presents Act Two, with a stronger emphasis on its queer romance and its immersive sim-like flexibility in sci-fi game design, while still grounding every message in the same feelings the game itself aims to evoke.






