Back in November of 2025, I reviewed Ambrosia Sky: Part One, and was left very much looking forward to parts two and three. However, since the initial announcement, Soft Rains made the decision to make Dahlia’s trilogy only two parts. Fortunately, I was given the opportunity to review Part Two and will be closing this chapter alongside Dahlia. If you’re a little rusty on Part One, in my initial review I came away impressed by the relaxing gameplay loop, eerie music, and heavy storytelling. For those up to speed, or simply too excited, let’s jump into Act Two.
Down to the Wire
Players pick up exactly where Act One drops us off. Dahlia had uncovered unsettling truths about the Cluster and a group known as the Earthologists. She had given final rites to some of the people she had held close from her past. She also finds out that Maeve, against all odds, is alive. Somehow her ex-girlfriend, someone she very much still loves, has beat the odds. The disease, known as Clusterlung, that has slowly eaten away at the colony’s population lives within Maeve. But she has not yet died. This fact made the pacing of the game more frenetic. While there was no official timer or countdown, every clue and found memo made me want to press on faster. The world-building and narrative did a great job of giving the feel that time is short if we want to find her before its too late.

Dahlia herself is not unchanged by the events of Act One. While always a multi-faceted character, Act Two shows players an angrier version. One whose past traumas are on display and not yet healed. This anger is not only due to the condition of The Cluster, but also the loss of her home and all she knew as a child. Hale, her stepmother, is gasoline on that fire. Dahlia wrestles with the actions her stepmother has taken and how those consequences of said actions have harmed those around her. One mission sticks a knife into the barely-scabbed over wound of this relationship. It asks players to hold two truths at once – the intentions of one person and the real harm they’ve done alongside those intentions. I don’t want to spoil anything, but that particular mission hit me the hardest from either Acts. Of course, the penultimate goal is finding Maeve. And once again, I don’t wish to spoil the bittersweet story. I will say while sad to be ending my time in this world, the writing is excellent and ends the story with reverence and a feeling of satisfaction as the player.
Let’s Get Wyrd
Act Two introduces new ways to use old tools and brand new fungi to use them on. Dahlia’s sprayer and tether are still her right and left hand pals. Players will still run into the electric and explosive fungi and fruits. My favorite little slugs, that are entirely too fun to toss and splat against walls, have returned – terrifying sounds included. But now there’s a new type of fungus, a corruption strain. There is no sprayer function that will blast away this new issue. This type of fungi can also interact with other types to make a situation even more dangerous. A new tool that you can craft is the portable Wyrdlight, a purple beam that comes from Dahlia’s flashlight and burns away the corruption.
This didn’t destroy it and it will grow back as soon as the beam is off. Its regenerative properties would cause me to become trapped under the regrown fungus, dying slowly from corruption damage. If Dahlia is too close to a surface, such as a floor or wall, she will not be able to wield her sprayer. Only removing the fruit, via your tether or sprayer, will make this fungus dissipate. So beware when attempting to brute force through puzzles. Let me learn the hard way for you so you can avoid that mistake.
Gravity is More What You Called a “Guideline” Than an Actual Rule
Earlier this year, I got to check out Act Two early. One of the things that the developers hosting the preview were most excited about was what they called “weird gravity”. In Act One, players interacted with “normal” gravity and zero-G. Zero-G can, at times, be toggled on and off. This allowed for solving puzzles, accessing new areas, and simply a blast slinging yourself around using Dahlia’s tether. I enjoyed how both were utilized in Act One and seeing examples of this “weird gravity” in the Act Two preview made me more excited to experience it for myself.

While “weird gravity” is present through all missions, the most fun I had with it was in the mission that takes Dahlia out into space. Players get to go outside and traverse both the exterior and interior of the above station. Dahlia switches between zero-G and “regular” gravity depending on if she is floating around the hull or standing on it. Entering the blue areas shown in the image above really shows off just how weird space and physics can be. Once players cross the blue threshold, Dahlia rotates until she comes to stand on one of the surfaces in the interior of the station. Sometimes you would be spinning 180 degrees until her boots met the ground. While disorientating, this alongside the soft presence of her respirator, really made for an immersive experience.
Labyrinthian Levels
The combination of new tools, fungi, and physics to attend to played a role in puzzle-solving as well. The puzzles in Act Two are more intricate than those in Act One. The maps in Act Two also feel larger when compared to the previous entry. Because of this, the solutions to some puzzles are less straightforward than others. Certain mission maps felt like labyrinths and I’d find myself running circles in hopes of making it through that stage of the game. I understand the choice of not having mini-maps within missions. It would make little narrative sense to need a map of your childhood home. However, some of the later missions and their winding halls caused me to struggle to find solutions or ways to progress said mission. Despite this, the puzzles being more difficult only add to the fun and finally gaining access to a room you’d been trying to enter has never tasted sweeter.
Upgrades to Dahlia’s sprayer and tether also make puzzle-solving an easier task. Varying types of spray, such as flammable and electric, as well as in-mission crafting of spare tanks are all unlockable via the in-ship UI using harvested fruits. Maybe I figured things out differently than expected because I rarely used the electric-conducting spray. But the flammable spray was my righthand-man throughout my play through. Seeing entire rooms of fungi go up in flame is a sight to behold. Her tether can also be upgraded to do less damage to fruits on fungi. This came in handy for me as I had damaged and subsequently ruined a lot of fruit trying to traverse or accidentally deploying my tether when trying to aim my sprayer. In my review of Act One, I talked about struggling to utilize her tether. I’m happy to say that I found using her tether was much easier this time around. I quickly came to rely on it heavily in certain missions.
Verdict
Ambrosia Sky: Act Two hits all the right notes as Act One did. The story is poignant and well-written. The characters are flawed as only humans are and require players to sit with the dissonance of intent versus action. Spraying away the fungi is cathartic, but has deeper undertones. Those of someone coming home to lay her childhood to rest and attempting to return her home to its former glory. Maps and puzzles are larger. This asks more from the player, but also makes it easier to get lost. The new strain of fungus keeps the gameplay loop from feeling stale, but be wary of its regeneration or you may get irretrievably stuck. During my time reviewing Ambrosia Sky, cloud saving was not an option. This meant I had two different save files on two different devices. For those playing on release, this is no longer an issue as cloud saving capabilities have been added. Despite a few small grievances, Act Two is a beautiful end to Dahlia’s tale and that of the people of the Cluster.
Jamie’s Score: 9/10
Ambrosia Sky: Act Two is available now on Steam, and those who own Act One can download Act Two for free. Review code provided by the publisher.
