Sunny Grimm found her son with a strap around his head.
An infamous symbol is embossed between his eyes, one that people only whisper about—the mark of awareness leaping. Where players launch into virtual realities. Where anything goes and investors make millions.
Critics, however, refuse to call it a game.
They argue that reality confusion will be the end of humanity. Still, there are many who play because the rewards are great. But the risks are steep and few ever win.
Losers never wake.
Sunny goes on a mad search for her son and the people responsible for allowing him to play. She knows the Maze is more than a game but she doesn’t care. She only wants her son back.
Will she lose herself in the search?
REVIEWS FOR GREY GRIMM
“I’m a huge fan of Philip K. Dick… this feels like Do Androids Dream of Electric Sheep.” –Jonica, Amazon Reviewer
“Absolutely loved it.” –Fredrox, Reviewer
“Spectacular.” –W. Nickels, Reviewer
“Twists and twists and twists.” -- Reviewer
“Fantastic book – amazing world building…” Informed reader, Reviewer
“well-written, intelligent and makes you think.”-- Reviewer
“Highly recommended for any sci-fi fan.” -- Reviewer
“Excellent psychological thriller that plays with your mind.” –J Phillips, Reviewer
“Keeps the action and the twists coming!” -- Reviewer
“Thrill ride.” –Riann F., Reviewer
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He's a pawn in a larger conflict with no memory of where he was before coming online. His exoskeletal armor forces him into combat. Only when he engages free will does he break out of automode.
And things get weird.
Hunted by the cleaners, he transports to other worlds. It's not till he's captured does he understand what he really is.
And how to truly escape.
This is an introduction to the The Socket Greeny Saga, a heady trip into an alternate universe where a strange and introverted teenager discovers life is more than virtualmode gaming. The world isn't safe.
And all of reality is in danger.
Memories wiped, their bodies each dropped into a tank. Their consciousness thrown into the Maze—a virtual reality where anyone is anything and anywhere. Battles are fought, riddles are solved. To win a lifetime of riches one has to escape the Maze. First, they have to remember who they are.
Some never do.