Ambrosia Sky Act Two Review

Ambrosia Sky Act Two Review

Jumping back into Blackbird Interactive and Soft Rains' Ambrosia Sky after a bit of time away definitely felt like a coming home of sorts, which is a good sign for a part two… Act Two picks up right where Act One left off, and even with the slight menu and visual updates, it still felt like the same beautiful, eerie game I had already gotten attached to. I was really happy and excited to jump back in.

Ambrosia Sky on Steam
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—the first of two acts out now.

What I initially really loved about Ambrosia Sky is that it kept making me want to read everything... The logs, the notes, the maps, the little story details tucked into each mission all still mattered, and Act Two keeps rewarding you for paying attention. You’re still moving through space and the colony, cleaning up contamination, collecting seeds, and learning more about the people Dalia lost, and that emotional thread is still what makes the game hit hardest for me.

Act Two has seven missions, and while the structure is still pretty familiar to Act One, I do think it gives the game a little more room to breathe in terms of challenge. There are some new dynamics, and a few sections that really lean into zero gravity in a way that was definitely cool initially, but a little rough in practice for me. I’ll be honest: some of those spacey movement bits made me feel a little seasick. Not enough to ruin it, but enough that I noticed and had to take a couple of breaks.

The puzzles in Act Two are mostly in the same lane as Act One, which is good and bad at the same time. I liked the familiarity, especially since it took a while to get back in the swing of things, but I also wanted a little more of a step up. I got stuck for a bit on “Harvest Seeds from Hale’s Welcome Centre” which is in the first half of Act Two, because I was absolutely convinced I had checked every inch of the place, only to eventually realize I had missed a small hatch in a location I was sure I checked. That was definitely a “me” problem, but still, it did make me pause for a second.

The upgrade system in the game is still fine, based on my experience from Act one, and I do appreciate having different sprays and suit power-ups, BUT I also think the game is absolutely doable without any of the extra bells and whistles. It’s kind of at its best when it lets you just clean, explore, and take your time. You can absolutely play it with the basic spray and a little patience, which is nice, especially if you like a slower, more methodical pace. For completionists, though, there is a lot here. If you want to fully upgrade everything and clean every last bit of fungus, this is not a quick run and will definitely keep you busy.

Where Act Two really shines is, similar to Act One, the story. This is the part where the game starts really landing its emotional punches, and I think it does that in a very human way. It never feels like it’s trying too hard to be profound, but it still manages to get there. There’s grief, guilt, regret, and a lot of “what if?” energy here, and it all feels grounded. I liked that it acknowledges that people can make different choices in hard situations without the game trying to force one side into being completely right or wrong.

That’s probably what I like most about Ambrosia Sky overall: it really cares about people. For a game that takes place in space, it really does Even when you’re cleaning fungus off walls and floating through gravity-warped spaces, the game is really about the lives left behind and the emotional messes that don’t disappear just because the physical one does. That gives it a lot more weight than your standard sci-fi cleanup game.

I also still think this game looks gorgeous. The art direction is one of my favourite things about it. The textures, the character designs, the atmosphere… ALL of it works so well together. It has that dreamy, strange, painterly sci-fi look that feels unique. And yes, I am still very biased toward the purple tones, because they look incredible.

Act Two doesn’t completely reinvent what Act One started, and I don’t really think it needs to. What it does do is bring the story closer to where it needs to land, while at the same time keeping the same satisfying, meditative gameplay loop intact. I do wish there had been a little more of a power curve with the tools and puzzles, but even with that, I still enjoyed this a lot.

This is the type of game I can already see myself replaying later just to catch details I may have missed the first time, and of course, just sit with the amazing story again. It’s thoughtful, eerie, and weirdly comforting in that “I’m cleaning up a disaster while also having feelings about it” kind of way.

So yeah… I liked Act Two a lot. Maybe just a little less than Act One, but only because I wanted it to push a little harder in places. Still, it’s a really lovely ending to the story, and it’s clear a lot of care went into it. Definitely worth the adventure, so be sure to pick this one up on Steam.