The Never Game
From the bestselling and award-winning master of suspense, the first novel in a thrilling new series, introducing Colter Shaw.
"You have been abandoned."
A young woman has gone missing in Silicon Valley and her father has hired Colter Shaw to find her. The son of a survivalist family, Shaw is an expert tracker. Now he makes a living as a "reward seeker," traveling the country to help police solve crimes and private citizens locate missing persons. But what seems a simple investigation quickly thrusts him into the dark heart of America's tech hub and the cutthroat billion-dollar video-gaming industry.
"Escape if you can."
When another victim is kidnapped, the clues point to one video game with a troubled past--The Whispering Man. In that game, the player has to survive after being abandoned in an inhospitable setting with five random objects. Is a madman bringing the game to life?
"Or die with dignity."
Shaw finds himself caught in a cat-and-mouse game, risking his own life to save the victims even as he pursues the kidnapper across both Silicon Valley and the dark 'net. Encountering eccentric game designers, trigger-happy gamers and ruthless tech titans, he soon learns that he isn't the only one on the hunt: someone is on his trail and closing fast.
The Never Game proves once more why "Deaver is a genius when it comes to manipulation and deception" (Associated Press).
"As much as Scalzi has the scientific creativity of a Michael Crichton, he also has the procedural chops of a Stephen J. Canell to craft a whodunit with buddy-cop charm and suspects aplenty—most of them in someone else's body." —USA Today
John Scalzi returns with Head On, the standalone follow-up to the New York Times bestselling and critically acclaimed Lock In. Chilling near-future SF with the thrills of a gritty cop procedural, Head On brings Scalzi's trademark snappy dialogue and technological speculation to the future world of sports.
Hilketa is a frenetic and violent pastime where players attack each other with swords and hammers. The main goal of the game: obtain your opponent’s head and carry it through the goalposts. With flesh and bone bodies, a sport like this would be impossible. But all the players are “threeps,” robot-like bodies controlled by people with Haden’s Syndrome, so anything goes. No one gets hurt, but the brutality is real and the crowds love it.
Until a star athlete drops dead on the playing field.
Is it an accident or murder? FBI agents and Haden-related crime investigators, Chris Shane and Leslie Vann, are called in to uncover the truth—and in doing so travel to the darker side of the fast-growing sport of Hilketa, where fortunes are made or lost, and where players and owners do whatever it takes to win, on and off the field.
Press Start to Play
IT’S DANGEROUS TO GO ALONE! TAKE THIS.
You are standing in a room filled with books, faced with a difficult decision. Suddenly, one with a distinctive cover catches your eye. It is a groundbreaking anthology of short stories from award-winning writers and game-industry titans who have embarked on a quest to explore what happens when video games and science fiction collide.
From text-based adventures to first-person shooters, dungeon crawlers to horror games, these twenty-six stories play with our notion of what video games can be—and what they can become—in smart and singular ways. With a foreword from Ernest Cline, bestselling author of Ready Player One, Press Start to Play includes work from: Daniel H. Wilson, Charles Yu, Hiroshi Sakurazaka, S.R. Mastrantone, Charlie Jane Anders, Holly Black, Seanan McGuire, Django Wexler, Nicole Feldringer, Chris Avellone, David Barr Kirtley,T.C. Boyle, Marc Laidlaw, Robin Wasserman, Micky Neilson, Cory Doctorow, Jessica Barber, Chris Kluwe, Marguerite K. Bennett, Rhianna Pratchett, Austin Grossman, Yoon Ha Lee, Ken Liu, Catherynne M. Valente, Andy Weir, and Hugh Howey.
Your inventory includes keys, a cell phone, and a wallet. What would you like to do?
Battle of the Linguist Mages
“This is a stand-alone novel with material enough for six... By the halfway point, it had blown my mind twice... an audacious, genre-bending whirlwind.” —New York Times
“It reads like Snow Crash had a dance-off with Gideon the Ninth, in a world where language isn't a virus from outer space, it's a goddamn alien invasion.” —Charles Stross
In modern day Los Angeles, a shadowy faction led by the Governor of California develops the arcane art of combat linguistics, planting the seeds of a future totalitarian empire.
Isobel is the Queen of the medieval rave-themed VR game Sparkle Dungeon. Her prowess in the game makes her an ideal candidate to learn the secrets of "power morphemes"—unnaturally dense units of meaning that warp perception when skilfully pronounced.
But Isobel’s reputation makes her the target of a strange resistance movement led by spellcasting anarchists, who may be the only thing stopping the cabal from toppling California over the edge of a terrible transformation, with forty million lives at stake.
Time is short for Isobel to level up and choose a side—because the cabal has attracted much bigger and weirder enemies than the anarchist resistance, emerging from dark and vicious dimensions of reality and heading straight for planet Earth!
Otaku is the debut novel from former NFL player and tech enthusiast Chris Kluwe, with a story reminiscent of Ready Player One and Ender's Game.
A city of skyscrapers, built atop the drowned bones of old Miami. A prison of steel, filled with unbelievers. A dumping ground for strays, runaways, and malcontents.
Within these towering monoliths, Ashley Akachi is a young woman trying her best to cope with a brother who's slipping away, a mother who's already gone, and angry young men who want her put in her place. Ditchtown, however, is not the only world Ash inhabits.
Within Infinite Game, a virtual world requiring physical perfection, Ash is Ashura the Terrible, leader of the Sunjewel Warriors, loved, feared, and watched by millions across the globe. Haptic chambers, known as hapspheres, translate their every move in the real to the digital—and the Sunjewel Warriors' feats are legendary.
However, Ash is about to stumble upon a deadly conspiracy that will set her worlds crashing together, and in the real, you only get to die once...
Winner of the Hugo, Nebula, and Philip K. Dick Awards, Neuromancer is a science fiction masterpiece—a classic that ranks as one of the twentieth century’s most potent visions of the future.
Case was the sharpest data-thief in the matrix—until he crossed the wrong people and they crippled his nervous system, banishing him from cyberspace. Now a mysterious new employer has recruited him for a last-chance run at an unthinkably powerful artificial intelligence. With a dead man riding shotgun and Molly, a mirror-eyed street-samurai, to watch his back, Case is ready for the adventure that upped the ante on an entire genre of fiction.
Neuromancer was the first fully-realized glimpse of humankind’s digital future—a shocking vision that has challenged our assumptions about technology and ourselves, reinvented the way we speak and think, and forever altered the landscape of our imaginations.
NEW YORK TIMES BESTSELLER • A rollicking alien invasion thriller that embraces and subverts science-fiction conventions, from the author of the worldwide phenomenon Ready Player One
“Exciting . . . mixes Star Wars, The Last Starfighter, Independence Day, and a really gnarly round of Space Invaders.”—USA Today • “A thrilling coming of age story.”—Entertainment Weekly
Zack Lightman has never much cared for reality. He vastly prefers the countless science-fiction movies, books, and videogames he's spent his life consuming. And too often, he catches himself wishing that some fantastic, impossible, world-altering event could arrive to whisk him off on a grand spacefaring adventure.
So when he sees the flying saucer, he's sure his years of escapism have finally tipped over into madness.
Especially because the alien ship he's staring at is straight out of his favorite videogame, a flight simulator callled Armada—in which gamers just happen to be protecting Earth from alien invaders.
As impossible as it seems, what Zack's seeing is all too real. And it's just the first in a blur of revlations that will force him to question everything he thought he knew about Earth's history, its future, even his own life--and to play the hero for real, with humanity's life in the balance.
But even through the terror and exhilaration, he can't help thinking: Doesn't something about this scenario feel a little bit like . . . well . . . fiction?
At once reinventing and paying homage to science-fiction classics, Armada is a rollicking, surprising thriller, a coming-of-age adventure, and an alien invasion tale like nothing you've ever read before.
Ready Player One
#1 NEW YORK TIMES BESTSELLER * Now a major motion picture directed by Steven Spielberg.
"Enchanting . . . Willy Wonka meets The Matrix."--USA Today * "As one adventure leads expertly to the next, time simply evaporates."--Entertainment Weekly
A world at stake. A quest for the ultimate prize. Are you ready?
In the year 2045, reality is an ugly place. The only time Wade Watts really feels alive is when he's jacked into the OASIS, a vast virtual world where most of humanity spends their days.
When the eccentric creator of the OASIS dies, he leaves behind a series of fiendish puzzles, based on his obsession with the pop culture of decades past. Whoever is first to solve them will inherit his vast fortune--and control of the OASIS itself.
Then Wade cracks the first clue. Suddenly he's beset by rivals who'll kill to take this prize. The race is on--and the only way to survive is to win.
NAMED ONE OF THE BEST BOOKS OF THE YEAR BY Entertainment Weekly * San Francisco Chronicle * Village Voice * Chicago Sun-Times * iO9 * The AV Club
"Delightful . . . the grown-up's Harry Potter."--HuffPost
"An addictive read . . . part intergalactic scavenger hunt, part romance, and all heart."--CNN
"A most excellent ride . . . Cline stuffs his novel with a cornucopia of pop culture, as if to wink to the reader."--Boston Globe
"Ridiculously fun and large-hearted . . . Cline is that rare writer who can translate his own dorky enthusiasms into prose that's both hilarious and compassionate."--NPR
"[A] fantastic page-turner . . . starts out like a simple bit of fun and winds up feeling like a rich and plausible picture of future friendships in a world not too distant from our own."--iO9
Tomorrow, and Tomorrow, and Tomorrow
NEW YORK TIMES BEST SELLER • In this exhilarating novel by the best-selling author of The Storied Life of A. J. Fikry two friends—often in love, but never lovers—come together as creative partners in the world of video game design, where success brings them fame, joy, tragedy, duplicity, and, ultimately, a kind of immortality.
"Utterly brilliant. In this sweeping, gorgeously written novel, Gabrielle Zevin charts the beauty, tenacity, and fragility of human love and creativity.... One of the best books I've ever read." —John Green
On a bitter-cold day, in the December of his junior year at Harvard, Sam Masur exits a subway car and sees, amid the hordes of people waiting on the platform, Sadie Green. He calls her name. For a moment, she pretends she hasn’t heard him, but then, she turns, and a game begins: a legendary collaboration that will launch them to stardom. These friends, intimates since childhood, borrow money, beg favors, and, before even graduating college, they have created their first blockbuster, Ichigo. Overnight, the world is theirs. Not even twenty-five years old, Sam and Sadie are brilliant, successful, and rich, but these qualities won’t protect them from their own creative ambitions or the betrayals of their hearts.
Spanning thirty years, from Cambridge, Massachusetts, to Venice Beach, California, and lands in between and far beyond, Gabrielle Zevin’s Tomorrow, and Tomorrow, and Tomorrow is a dazzling and intricately imagined novel that examines the multifarious nature of identity, disability, failure, the redemptive possibilities in play, and above all, our need to connect: to be loved and to love. Yes, it is a love story, but it is not one you have read before.
A Boy Made of Blocks
A Boy Made of Blocks is a funny, heartwarming story of family and love inspired by the author's own experiences with his son, the perfect latest obsession for fans of The Rosie Project, David Nicholls and Jojo Moyes.
A father who rediscovers love
Alex loves his wife Jody, but has forgotten how to show it. He loves his son Sam, but doesn't understand him. He needs a reason to grab his future with both hands.
A son who shows him how to live
Meet eight-year-old Sam: beautiful, surprising - and different. To him the world is a frightening mystery. But as his imagination comes to life, his family will be changed . . . for good.
"One of those wonderful books that makes you laugh and cry at the same time."
"Funny, expertly plotted and written with enormous heart. Readers who enjoyed The Rosie Project will love A Boy Made of Blocks - I did."
"Very funny, incredibly poignant and full of insight. Awesome."
"'A wonderful, warm, insightful novel about family, friendship and love."
“A charming and timely tale of learning to connect in the digital age.”
"This is an author who understands fatherhood and boyhood and everything in between. A truly beautiful book."
Matthew Dicks, author of Memoirs of An Imaginary Friend
"A Boy Made of Blocks will make you laugh and cry in equal measure; a book you won’t soon forget."
Brenda Janowitz, author of The Dinner Party
Longlisted for the National Book Award for Translated Literature
A dreamlike evocation of a generation that grew up in the shadow of a dictatorship in 1980s Chile
Space Invaders is the story of a group of childhood friends who, in adulthood, are preoccupied by uneasy memories and visions of their classmate Estrella González Jepsen. In their dreams, they catch glimpses of Estrella’s braids, hear echoes of her voice, and read old letters that eventually, mysteriously, stopped arriving. They recall regimented school assemblies, nationalistic class performances, and a trip to the beach. Soon it becomes clear that Estrella’s father was a ranking government officer implicated in the violent crimes of the Pinochet regime, and the question of what became of her after she left school haunts her erstwhile friends. Growing up, these friends—from her pen pal, Maldonado, to her crush, Riquelme—were old enough to sense the danger and tension that surrounded them, but were powerless in the face of it. They could control only the stories they told one another and the “ghostly green bullets” they fired in the video game they played obsessively.
One of the leading Latin American writers of her generation, Nona Fernández effortlessly builds a choral and constantly shifting image of young life in the waning years of the dictatorship. In her short but intricately layered novel, she summons the collective memory of a generation, rescuing felt truth from the oblivion of official history.