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AMBROSIA SKY: A CANADIAN TITLE TO KEEP YOUR EYES ON
CGMagazine
|Issue #64 - ASUS ROG Xbox Ally
SITTING DOWN WITH THE TEAM BEHIND THE GAME
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.
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.
This story is from the Issue #64 - ASUS ROG Xbox Ally edition of CGMagazine.
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