
"Dalia, our protagonist, is coming home for the first time in 15 years to do a job about death cleanup and saying goodbye to people she knows,"
"Going through an environment, cleaning it up, taking care of the space echoes the theme of taking care of people even in death. How do we say goodbye to people? How do we take care of each other and our space?"
"We care about fictional worlds because we connect to the people that inhabit them,"
"So I did try to give a lot of voice to the world through the people that you can't do anything for other than witness their end. And for me there's something beautiful about prose and writing that has to evoke unimaginable things, especially with a game like Ambrosia Sky that has to dip into cosmic horror."
Ambrosia Sky places players in the role of Dalia, a Scarab who returns home after 15 years to perform death cleanup and burial rites at wreckage sites. Gameplay centers on cleaning environments, laying victims to rest, and hearing the deceased directly as part of final rites. The game ties environmental care to emotional care, framing maintenance of spaces as a way to tend to people who are gone. The experience mixes solitary duties with the echoes of community, using prose and narrative to evoke cosmic-horror elements while emphasizing witnessing, grief, and remembrance.
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