This thesis uses a science fiction videogame to reframe geographic information. Set in a fictitious Canada, the game imagines a future in which drastically altered environments have transformed human's perception of territory and technology. As a colonial project, Canada has relied heavily on imagery and myth to justify territorial expansion and curate a sense of nationhood. Such a mythology is rapidly eroding in view of the current climate crisis. Considering that works of fiction can influence decision-making, the project uses worldbuilding to reflect critically on the agency of representation. Critical analysis of visual material and works of literature serve as inspiration for the game world. Architecture is interpreted as the act of curating space to communicate meaning. Hence, the game space is designed to challenge dichotomies regarding nonhuman nature. Considering this, the project investigates how the use of storytelling technologies can make tangible the abstract reality of a changing world.