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Museum docent Finley Kendall is slow to accept change, especially when it comes to technology. Pressure from his boss to begin teaching using advanced virtual reality leads to a chain reaction of events, eventually attracting interest from quirky newspaper owner, Billy Bristol. Known for orchestrating public stunts, Billy’s latest folly involving the museum puts him in hot water with museum-owner Beatrice Jaramirez, who will stop at nothing to squash the man responsible for damaging her professional and personal reputation.

Billy quickly learns how a simple stunt can turn against him, putting his and others’ lives at risk.

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Barney Broombox looks back on the memories and video games that shaped his childhood, sharing the small moments, cherished memories, and pixelated worlds that stayed with him long after the screen went dark. From feeling homesick away at camp to fighting through the undead alongside his best friend, this collection captures a gamer’s introverted childhood, told one story and digital adventure at a time.

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After losing the love of his life, Nate Greensfeld struggles to find a way forward, drowning his sorrows in a never-ending cycle of alcohol and despair.

But when his friend invites him to help secure a small fortune in stolen money discovered by pure chance, Nate reluctantly agrees, nervous but excited at the opportunity to improve his unfortunate circumstances. Little does he know the money is being watched by a vengeful entity, hell-bent on possessing another human to achieve its bloody goal. Nate’s hopes of a new life are quickly derailed, forcing him on a crash course with the ghostly being.

What unfolds will transform him from a regular man laden with grief to a helplessly manipulated pawn wielding awesome powers with far reaching repercussions, orchestrating violence against his will. Nate must grapple with the terrifying, lasting consequences of his new abilities even as his life spirals more and more out of his control.

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Fueled by greed and plagued with the memories of a troubled past, corrupted youth counselor Wes Dunley is approached by two scientists with a very bold and unique offer—enough money to last a lifetime in exchange for drugging local teens to use in ever more horrific virtual simulations. The scientists’ clients have disturbed tastes in entertainment, and the simulated reality of tortured teens comes with unexpected consequences.

As the kidnappings grow more elaborate and the drugs used to knock out the teens become less effective, Wes finds himself on the wrong end of a police investigation, one which threatens to send his delicate house of cards tumbling in ruin.

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