An OasisCore campaign is a timed quest run across real locations, in which participants unlock clues by being physically present, solve them, and claim rewards. This page describes the campaign structure the platform supports, framed for someone deciding whether it fits their objective.
01The campaign arc
Platform documentation describes a progressive fourteen-day hunt mechanic. Participants collect timed clues over the run, submit solutions, and appear on real-time leaderboards. Clue release windows and hunt schedules are governed by shared ecosystem timing policy, which is what allows the release cadence to be planned as content rather than managed by hand each day.
The two-week shape is doing real work. A single-day activation reaches only whoever was already nearby; an open-ended one has no urgency and no shared moment. A staged arc creates repeated reasons to return, gives late joiners a visible race to enter, and lets the difficulty and reward tiers escalate toward a finish that is worth covering.
02What a participant does
Each interaction follows the same three-step loop. The participant arrives at a location and the platform validates proximity and device integrity before revealing anything location-locked. They then submit a solve or passphrase, which is checked both for correctness and for plausibility, with validation running against movement data and device signatures to catch teleporting, spoofing, and repeat claims. On success they receive a single-use claim authorisation tied to them and to that hunt, and redeem it for a reward drawn from a governed inventory with defined rarity and distribution limits.
The consequence for campaign design is that difficulty has two independent dials. There is puzzle difficulty, which is narrative work, and there is travel difficulty, which is logistics. Turning both up at once produces a hunt almost nobody finishes. Most well-shaped campaigns keep one generous while the other tightens.
03Why brands use it
DigiFX describes OasisCore in its knowledgebase as a quest and reward system that gamifies brand identity to enrich user experiences, and positions it within an experiential marketing practice aimed at increasing audience engagement and generating more users through interactive media and interactive entertainment.
The measurable difference from conventional digital campaigns is that every recorded event is a deliberate physical act. A verified unlock means a person travelled to a place. A claim means they finished something. Those are stronger signals than impressions or clicks, and they are difficult to inflate because the platform verifies presence rather than trusting it.
04Practical considerations
Three things determine whether a campaign works, and none are software problems. Site selection has to account for signal coverage and GPS accuracy, because a geofence in an urban canyon behaves differently from one in an open plaza. Reward supply has to be decided before launch, since scarcity is enforced by inventory policy and cannot be improvised mid-hunt without undermining everyone who already claimed. And someone must own the physical safety and access questions for each location, which the platform does not address.