Ultrostakes players to a cosmic uterus filled with alien life and serves as home to an ancient demonic being. It’s undeniably an intriguing and unusual premise alongside its standout, psychedelic visuals. As in the case ofsuccess stories likeHollow Knight, indie games often lead the way in innovation or sometimes genre-defining features.Ultroscould add something truly special to the Metroidvania space with its gardening system, something not typically seen in the genre.

In a recent interview with Game Rant, game design director Mårten Brüggemann, as well as game designer and programmer Hugo Bille, explainedUltros' gardening system and its various roles in the game. Bille also spoke about the rise of the “Gardenvania” subgenre and howUltrosseeks to distinguish itself in an ever-crowded landscape.

ultros_trailer

Ultros' Alien World And Gardening Elements

The world ofUltrostakes place on the Sarcophagus - an interconnected, Uterus-shaped, alien world with acomplex ecosystemcomposed of insect-inspired fauna. Science fiction often portrays alien species as bug-like, frightening creatures that jump human emotions like fear. However, as Bille pointed out, insects and bugs can also inspire feelings of wonder, and humanity is still learning about its co-dependency on them. Consequently, Bille explained how The Sarcophagus' inhabitants aren’t “inherently good or evil, friend or adversary.” Instead, players belong to its ecosystem as something to discover, as Bille explained:

WithUltros,we hope to evoke a sense that everything is part of a self-enforcing system that even includes the player – the enemies are more than just enemies, they connect to the plants, the food, and the soil in both expected and unexpected ways, and by understanding how each part relates to each other, you’re able to make the strangest stuff happen.

Specifically,Ultros’gardening elements perform different roles, tying in closely with combat and exploration. While the gardening system links to core themes like rebirth and nurturing, Brüggemann added learning about the ecosystems is “integral to progressing and finding the different endings to the story”. As Brüggemann summarized,

We’ve tried to keep the world and the progression very open; breaking cycles and finding new paths around obstacles are part of the game, and the garden system with its dynamic and expandable plants are at the center of all this.

For instance, players can plant seeds that transform into stunning trees, with many plant species helping players reach new areas or surprises, something that may appeal to fans ofnature and gardening gamesalike. Bille added each plant species possesses secrets for players to uncover, something that could also benefit more experienced Metroidvania fans:

The gardening is its own little world to discover, while it also lets an experienced player blow the game wide open – we are eagerly anticipating all the challenge runs and speedruns that players could get up to with this game.

Ultros' Combat And The “Gardenvania” Subgenre

WhileUltrosapproaches the Metroidvania genre with suchinnovative game mechanicsagainst the backdrop of the “Gardenvania” sub-genre, Bille added it also builds upon elements players might expect:

Now it seems that a bunch of games are in development in the sort of “Gardenvania” subgenre and I couldn’t be more pleased with that. I look forward to how we each nurture this potential in different ways. ForUltros, it was important for us to build upon the things that players already expect from the genre, rather than tack on a different game altogether.

Although gardening inUltrosis a nurturing action that adds a unique twist, fans ofsci-fi Metroidvaniasshould also note its juxtaposition with precise and intensive combat that rewards variety, like executing combos. Notably, Brüggemann described combat as a “dance of death,” something that’s also reflective of nature’s brutal side and duality.

Ultrosreleases on June 15, 2025, for PC, PS4, and PS5.