Ambrosia Press Kit
On the island of Aspida, scientists and researchers have discovered Ambrosia - the next step in human innovation, a mad promise to astonish and astound. But mad science means mad scientists, and when the research colony goes dark, Iris rightly assumes something has gone very wrong. Players take control of the audacious engineer as she travels to the inscrutable island to find the source of Ambrosia and put a stop to the madness.
To overcome Aspida’s dangers, players will search the island for weapons and components to craft a unique arsenal. Weapon modification in Ambrosia is a simple process. Take the Pulse Breaker, built around three energy cores that each discharge energy blasts. Iris can charge a single core to unleash a more powerful blast, but if all three cores are spent, she must wait before firing again.
So let us make it better!
First, we insert a bursting core mod, which expends all active cores in a single cone of fire when charged. Now we have more damage, but we also have a longer wait to recharge all three cores. If we miss an enemy, we’re in trouble! So we add a splitter, which splits shots when fired normally or when charged. Add an extra core, and our shots go from three to four - or four to eight with the bursting core!
The goal is to offer straight-forward experimentation that yields immediate results with a system deep enough to reward true ingenuity!
15-hour single player campaign
Interconnected pixel-art world to explore
Experiment with over 100 mods slotted into six-shooters, energy weapons, sniper rifles, grenade launchers and more!
Snappy crafting system lets players unlock new powers and abilities at their own pace
Beautiful pixel art brings life to the adventure
Original score composed by Johnny Stixx
Thoughtful story offers mystery and intrigue for players to uncover
Realmsoft is an independent Denver, Colorado-based game studio. Realmsoft seeks to bring deep, engaging gameplay systems together with earnest writing and colorful game worlds.
Realmsoft was established in 2011 by DigiPen graduate Nathan Hiemenz. Nathan worked on Ambrosia for several years before bringing aboard pixel-artist Maciej Kuczynski and ex-DigiPen classmate Michael Betts. The project really took off when the group hired Ian Clark as their full-time game designer in 2016. The group has worked together ever since.