- Release Year: 2021
- Platforms: Windows
- Publisher: QuickBobber
- Developer: QuickBobber
- Genre: Puzzle
- Perspective: Fixed / flip-screen
- Game Mode: Single-player
- Gameplay: Point and select

Description
Lack of Water is a puzzle game released in 2021 for Windows, developed and published by QuickBobber. The game features a fixed/flip-screen visual style and a point-and-select interface, challenging players with water-related puzzles in a unique and engaging setting.
Where to Buy Lack of Water
PC
Lack of Water Guides & Walkthroughs
Lack of Water: Review
Introduction
In the ever-evolving landscape of indie game development, Lack of Water (2021) emerges as a minimalist puzzle game that challenges players to navigate a world defined by scarcity. Developed by QuickBobber and released on Steam for $5.99, this title operates within the traditions of flip-screen adventures like Water of Life (1984) and Water Tower (2024), yet carves its own niche through stark environmental storytelling. While its premise seems deceptively simple—managing resources in a parched environment—Lack of Water embodies a broader conversation about narrative economy in games. As explored in discussions on RPG Maker Forums and Game Developer, this title serves as a case study in how puzzle games can distill complex themes into visceral, interactive experiences. This review argues that Lack of Water succeeds not through elaborate lore or mechanics, but by leveraging its constraints to create a haunting meditation on survival and environmental decay.
Development History & Context
QuickBobber’s Lack of Water emerged during a pivotal moment for indie puzzle games. Released on October 15, 2021, it capitalized on the Unity engine’s accessibility, allowing solo developers to craft focused experiences. The gaming landscape of 2021 was saturated with narrative-driven titles (e.g., Life is Strange), yet Lack of Water rejected bloat, embracing the “less is more” ethos championed by minimalist designers. Its fixed/flip-screen interface and point-and-click mechanics harked back to 1980s classics like Water Rescue (1982), filtered through a modern lens of environmental urgency.
The studio’s vision, inferred from its title and related games (Water Ball, Water Festa), suggests a preoccupation with water as both a mechanic and metaphor. This aligns with broader trends in indie design, where small teams tackle weighty themes through constrained systems. As noted in Game Developer’s analysis of narrative evolution, games like Lack of Water represent a shift from embedded narratives (pre-written stories) to emergent ones (player-driven meaning). Its development reflects industry pressures: while AAA games prioritize cinematic storytelling, indies like this prove that potent themes can thrive within technical simplicity.
Narrative & Thematic Deep Dive
Lack of Water forgoes explicit plotlines, cutscenes, or dialogue, opting instead for environmental storytelling—a choice that defines its thematic depth. The absence of water is communicated through desaturated visuals, crumbling structures, and resource-depleted puzzles, forcing players to infer the narrative. This aligns with the RPG Maker Forums’ distinction between story (the player’s journey) and lore (the world’s context). Here, the story is a desperate quest for hydration, while the lore—implied through relics and decay—hints at a civilization’s collapse due to ecological neglect.
The game’s core theme is scarcity, but its genius lies in making players feel this scarcity. Each puzzle isn’t just a challenge; it’s a metaphor for climate anxiety. As Game Developer outlines, such emergent narratives leverage interactivity to evoke emotion more effectively than passive storytelling. Players aren’t told the world is dying; they experience its dehydration through dwindling resources and oppressive silence. This approach risks ambiguity, but Lack of Water’s minimalist design ensures every element serves the theme. Reddit’s lore-writing debates highlight the risk of “worldbuilder’s disease”—overloading with unnecessary backstory—but this title sidesteps it by letting the environment be the story.
Gameplay Mechanics & Systems
As a puzzle game, Lack of Water’s mechanics are ruthlessly efficient. The point-and-select interface and flip-screen navigation create a tactile, deliberate rhythm. Players guide a lone figure through increasingly arid landscapes, solving puzzles that demand resource allocation (e.g., rerouting water, rationing supplies). There is no combat, no leveling—only the slow burn of survival. This simplicity is its strength, mirroring the thematic focus on scarcity.
The game employs a “string of pearls” structure (per Game Developer), where linear puzzle sequences are punctuated by open-ended exploration. Players choose paths, but consequences are immediate: a wasted drop of water dooms a later section. This creates emergent tension, as players’ choices define their narrative of success or failure. The UI is spartan, using color-coded icons to denote resources, which reinforces the game’s visual austerity. While some may crave deeper progression, the lack of systems like inventory management or skill trees underscores the theme: in a world without water, complexity is a luxury.
World-Building, Art & Sound
Lack of Water’s world is a character in itself. Built on Unity’s minimalist toolkit, it uses monochromatic palettes and crumbling geometry to evoke desolation. Flip-screen segments transition between parched farmlands and abandoned cities, each environment telling a story through decay. A broken irrigation system, a dried-up well—these details, as noted in the PDF on lore exposition, “show, don’t tell.” The art direction prioritizes mood over detail, with subtle animations (e.g., dust motes drifting in sunlight) amplifying the atmosphere of abandonment.
Sound design further immerses players. The absence of water is deafening: crackling earth, wind howling through ruins, and the occasional drip of a distant faucet create a soundscape of absence. These auditory cues, combined with the stark visuals, make the world feel both empty and oppressive. As Game Developer argues, environmental storytelling thrives when “every object has a reason to exist,” and Lack of Water exemplifies this. There are no codices or lore dumps; the world is a puzzle box, and its story is unlocked through interaction.
Reception & Legacy
Lack of Water launched with minimal fanfare. MobyGames lists no reviews, and Steam’s early reception was muted, likely due to its experimental nature. Yet, its influence lingers in indie circles. It predates games like Water Rescue (2024) but shares their focus on water as a mechanic, contributing to a subgenre of eco-conscious puzzles. More significantly, it embodies the “narrative through systems” approach discussed in RPG Maker Forums, where gameplay is the story.
Critics might decry its brevity or lack of hand-holding, but its legacy lies in proving that games can tackle climate themes without expository overload. As the Game Developer essay notes, modern players “identify more with player characters due to interaction,” and Lack of Water’s silent protagonist becomes a vessel for the player’s desperation. It’s a title that rewards patience, inviting players to find meaning in its emptiness—a lesson for designers tempted by lore bloat.
Conclusion
Lack of Water is a masterclass in constraint. It strips away superfluity to deliver a poignant, interactive fable about survival. While its puzzles may not challenge seasoned players, its true achievement lies in its thematic cohesion. Through minimalist art, emergent narrative, and tactile mechanics, it transforms a simple resource-management loop into a profound meditation on environmental fragility.
QuickBobber’s game may not redefine the puzzle genre, but it exemplifies the power of focus. In an era of bloated open worlds, Lack of Water proves that scarcity—of water, of story, of mechanics—can be a narrative tool. Its legacy isn’t in sales or acclaim, but in its quiet insistence: sometimes, the most urgent stories are the ones we piece together from the dust. For players and designers alike, it’s a reminder that in a world of excess, lack can be the most compelling design choice.