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"Not an Oasis": Design, Storytelling, and Action in a Barren and Hostile World

June 19, 2025
Martina Abascal and Franco Barreto, graduates of the Bachelor's Degree in Animation and Video Games, developed "Not an Oasis," an adventure video game that challenges players to survive in a hostile desert world.
Not an Oasis: Design, Storytelling, and Action in a Barren and Hostile World

The video game was developed in collaboration with Javier de Mattos and Daniel Komés, students at the Faculty of Engineering at ORT. 

Not an Oasis was presented as a guest project at the exhibitions of Re|creación 25

The story behind the video game

Set in a future where water is scarce and the remnants of ancient technology are more valuable than human life, the game invites players to explore a devastated landscape populated by harvesting machines and tribes fighting over the last remaining resources.

The player takes on the role of Gobi, a young warrior exiled from his village, who ventures through the barren lands alongside his faithful companion TA2 (pronounced “tatú”), a robot built from recycled parts.

The duo must make their way across platforms, collecting materials and facing enemies capable of obliterating them at the slightest misstep.

Raised by a warrior father and a healer mother, Gobi embodies the conflict between tradition and renewal.

Expelled from his community for refusing to follow the path laid out for him, he decides to honor his mother’s legacy: to restore hope by creating a new oasis.

His companion TA2, though made of mechanical parts, embodies that same ideal: to protect life in a world where everything seems designed to destroy it.

Freedom to explore, strategic progression

Not an Oasis was developed for PC and is presented as an extraction game with elements of stealth and strategy.

The game is built around freedom of exploration, strategic skill management, and high replay value: each playthrough offers a unique challenge depending on the resources available, the paths chosen, and the upgrades installed in TA2.

The gameplay combines dynamic combat with tactical decision-making. From the Village, a safe zone that serves as a base of operations, the player chooses which skills to equip in TA2 before heading out to explore.

Not an Oasis: Design, Storytelling, and Action in a Barren and Hostile World

Once in the desert, you'll need to constantly decide whether to continue on your journey, return to the village, or search for the mythical oasis that gives the game its name.

A sleek aesthetic with iconic influences

The game's visuals feature a stylized, colorful, tribal-inspired 3D aesthetic. Despite the arid setting, the world conveys a sense of hostility and vitality, blending textures, geometric shapes, and a minimalist interface design.

Notable titles in its portfolio include Horizon Zero Dawn, Mad MaxSable, SandWitch Caravan and Destiny, which the students reinterpret from their own regional perspective. 

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