
You left. Now they’re dead. Ambrosia Sky is an immersive sim about exploring an asteroid colony devastated by an unknown contamination. Survive and harvest strains of hostile alien fungi, explore treacherous environments, and find meaning and beauty in so much death.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.43/day in the week to Aug 7 → 2.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Ambrosia Sky is a first-person immersive sim where the only thing standing between you and the answers you seek are treacherous zero-G anomalies, deadly alien fungus with their own unique abilities, and the creeping guilt that maybe if you hadn’t abandoned this place all those years ago, everyone you used to know might still be alive.

Ambrosia Sky will be your sombre homecoming to a colony that is overrun with a vibrant, alien ecosystem. Adapt and survive encounters with various forms of hostile fungi that will burn, electrocute, and overwhelm you. Harvest their fruit to craft powerful new chemical agents to fight back or open new avenues of exploration. And pick through the desiccated remains of a once populous colony as you journey into strange depths to unravel the dark mystery that left its inhabitants dead, missing, or maybe even complicit.
Ambrosia Sky’s unique gameplay blends rewarding exploration with meditative cleaning. Use your chemical sprayer to cleanse unique strains of deadly fungi, each one trying to burn, electrocute, or trap you. Study their behaviours and harvest their fruiting bodies to craft powerful upgrades, such as electrical foam you can use to reroute power to power doors or consoles.
The stylized world of Ambrosia Sky is a living ecosystem home to both the hostile fungus and the remnants of those who once lived there. Explore a series of environments across a range of mission types, using your tether to traverse unstable gravity fields or reach hidden passages to uncover the mystery of the Cluster.
Your mission isn’t purely personal. As part of an enigmatic order of scientists in pursuit of human immortality, you are also tasked with finding victims of the contamination whose DNA can be studied. Find these chosen deceased, perform a sacred ritual to further your research and understand the disaster through the lives of the people destroyed by it.

Soft Rains is a Toronto, Canada-based game studio focused on delivering world-class development experience in our work, from world-building and memorable storytelling to immersive gameplay and art.
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 281reviews | 90% | — | $266.3K |
| $14.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 94 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Unique.
Nice, looking forward to Act 2
I love it. Something different and I'm looking forward to more. The story kept me interested, I adore the art, and the music was awesome. Thank you, devs.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese*languages with full audio support
Hours played at review time, across 94 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I love collecting Scrimbly Pimbos while drifting through zero G with my cleaning equipment in tow, but it does feel like every level is shorter than it should be.
O mais importante de tudo, esse jogo ainda está "pela metade" porque eles adotaram um formato episódico de lançamento. Só tem disponível por enquanto o Ato 1 com apenas algumas horas de jogo e o Ato 2 vai ser lançado gratuito apenas para quem já comprou o jogo - enquanto se você preferir comprar depois, o jogo será mais caro porém com os dois atos já lançados. Dito isso, é uma mistura de [b]Power Wash Simulator[/b] com seu típico indie com história emocional envolvendo seu personagem, no caso em uma história de ficção científica em que você visita sua antiga casa que você fugiu: uma estação na órbita de Saturno que misteriosamente está sofrendo uma infestação fúngica. O jogo tem uma arte bem característica e é muito bonito no seu visual estilizado. O gameplay tem alguns momentos bem divertidinhos, mas se resumo a você interagir com o esses fungos com seu vap anti-fúngico e ir descobrindo os mapas e segredos. Achei que a etiqueta [i]simulador imersivo[/i] acaba sendo pouco representativo porque, apesar de ter elementos de interações mais dinâmicas, não é tanto o foco das fases e de como você interage com elas. Dito isso, salvo alguns bugs específicos, o jogo vale para você conhecer um indie legal de espaço que você pode flutuar em Zero-G enquanto você usa seu Gancho para ir navegando de um lado pra outro. Para mim, bug mais tenso foi o do FPS que não tem como limitar dentro do jogo então tive que usar o Painel de Controle da NVidia para limitar a taxa de quadros manualmente - porque o jogo simplesmente renderiza a maior quantidade de quadros possíveis e imagináveis. Esse episódio (ato) foi lançado em Novembro 2025 e o segundo está anunciado para ser lançado agora Agosto 2026. Então logo menos poderemos ter mais dessa história. Considerando tudo isso, é um indie das antigas com precinho camarada (e mesmo com o aumento depois, se você preferir esperar, ainda é camarada) para você perder umas horinhas [i]espaciais[/i]! Devo voltar para atualizar essa análise depois de eu jogar o Ato 2
After a few false cold starts with this - I have come around to it. I can see the quality and am enjoying it. Great on Steam Deck on Medium @ native resolution, despite some variable performance based on what you're looking at. Nice music and atmosphere, a different experience.
Really solid game. It took me about 8 hours to beat (with some time to grab what collectables I could find). Very impactful story, beautiful art, and a pretty fun central gameplay loop. Personally, I think the dialogue in the first level is trying a little too hard to establish Dalia's character, but the rest of the story works very well. If you gave this a try and didn't like it at first because you wanted a more chill, emotional experience, I can say the rest of the game delivers that very nicely. It never gets too tough or dangerous without also giving you the opportunity to try again and try to do better. Overall, for this price, the game is more than worth the money and I will be looking back on it fondly. If you love the aesthetics of Prey and the gameplay of Powerwashing Simulator, this is for you!
Nice game, quite liked the story
Ambrosia Sky is a deceptively simple, relaxing fungus-washing game. The music makes it so that you never really tire of listening to it. The upgrade tree gives you extra abilities that make progression faster and more efficient, rather than making progression possible at all. It never really gatekeeps anything from you. The levels all felt unique enough that they stood out, but similar enough that I could tell this was a single, cohesive colony. Each level had spaces that felt lived in, from the chairs to the desks to even the boxes laid out in the corners so they were slightly out of the way. I always felt a little joy in finding more notes to read, to learn more about the colony. It always felt like I was a part of it, not an outsider to a foreign place, but someone coming home after home had changed. Finding bodies never got easier, but not in a horror kind of way. Each one hit with the same emotion Delia seemed to feel when she commented. I'm sorry I was late. I'm sorry I couldn't help. I'll do what I can now. The three, later four, types of fungi each require a slightly different approach. In the first act, learning which fungus was worth the advanced sprayer, which ones weren't, which burned quickly so you could use the fire efficiently, which burned slowly so you could burn it and explore another room, and which was too brittle to burn was rewarding. And then, in Act 2, learning how they interacted with the later fungus turned it into its own kind of puzzle, which kept the second act from feeling like a repeat of the first. While some of the sprays were underutilized, each was unique enough that I could find a reason to use it. That being said, alternating between vertical, horizontal, and narrow spray patterns was mostly useless. The vertical and horizontal sprayers had so little pressure that they were usually pointless, and even using them with the fire spray or advanced spray was mostly moot, because it was almost always more efficient to use the narrow setting. Later upgrades were simply quality-of-life improvements, not groundbreaking enough that I even really noticed having them, but that is how good quality-of-life upgrades should work. But the fungus washing is only part of why Ambrosia Sky worked for me. There's something strange about cleaning the spaces where people once lived, when you can still see where life was in them. Plants still alive. Beds still made. Dishes left out. Despite every inch of the place feeling like a spaceship, it never stopped feeling like a workplace. A living space. A home. And cleaning someone's home, one that was once your home but isn't anymore, while still being able to feel when it was, makes this sort of game feel different. Ambrosia Sky is a story about grief and loss, but not sadness. And it never leaves you alone with this grief. It holds your hand, acknowledges that this hurts, tells you that you can keep going anyway, and guides you forward while showing you how grief is what love looks like from the other side of loss. Through notes left behind by the people, you learn their lives, their personalities, and how they were with each other. Mundane habits, complaining about work, bad humour, petty and snide comments, relationships between people I never met but still somehow felt like I knew; each note took this massive space colony and filled it in, not expanded it. The writers knew what to say, but, more importantly, what not to say, and what to leave me wondering, because people don't explain everything in messages. It felt human. The first time I added someone to the Ambrosia Project, I put my controller down and just... sat there. I spent the first few levels learning about these people and thinking I could save them. But I couldn't. And I never could have. And when I found him, and realized this, I was actually sad. But then, watching the memory, watching the memories turn to petals and float away... it felt like someone putting a blanket on your shoulders when you're cold. And I just felt the moment until I could let it pass. And it didn't. But there was a job to do. And I still had to do it. I've seen reviews saying the voice acting is flat. Morose. Angsty. I didn't find that was the case. Delia sounded like someone who was talking to herself, and it worked. She sounded like someone saying out loud what she's been thinking about for hours, for days, for years. She sounded like someone who's used to speaking out loud to herself, to the recording, to space, just so something hears her. Like someone who communicates in emails more than speaking. Isolated and alone, but not really ever alone. Because she's always with the memories of the people she's helping. This is not a game that makes you cry because you're sad, but one that makes you aware of grief and love you didn't realize you still held. Like going through an old photo album and seeing people you don't have in your life anymore, but still feeling them beside you even when their hand can't hold yours anymore. To remember people you still have and people you have lost. To mourn them, and miss them, and love them, and honour them. The world is still there. They are still gone. Things still matter. You still have to keep moving.
This is how you make a Powerwash Simulator-like game with a good story. The gameplay loop of cleaning the fungus, collecting the seeds and crafting equipement is solid, the visuals are great and the voice acting is just fantastic. The story is very touching, confronting us with the exploitation of life in order to survive. There is a little bit of replayability but not much. Sure the game has problems, it's sometimes difficult to navigate the environment, the grappling hook could be more precise to grab the seeds and the last few levels can feel a bit like a labyrinth but it's a heavy recommendation from me.
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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