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Sharp Teeth

Toby Barlow

An ancient race of lycanthropes has survived to the present day, and its numbers are growing. Bent on dominance, rival factions are initiating the down-and-out of L.A. into their ranks. Caught in the middle are Anthony, a kindhearted, lovesick dogcatcher, and the object of his affection: a female werewolf who has abandoned her pack.

Infoquake

The Jump 225 Trilogy: Book 1

David Louis Edelman

How far should you go to make a profit? Infoquake, the debut novel by David Louis Edelman, takes speculative fiction into alien territory: the corporate boardroom of the far future. Its a stunning trip through the trenches of a technological war fought with product demos, press releases, and sales pitches.

Natch is a master of bio/logics, the programming of the human body. He's clawed and scraped his way to the top of the bio/logics market using little more than his wits. Now his sudden notoriety has brought him to the attention of Margaret Surina, the owner of a mysterious new technology called MultiReal. Only by enlisting Natch's devious mind can Margaret keep MultiReal out of the hands of High Executive Len Borda and his ruthless armies.

To fend off the intricate net of enemies closing in around him, Natch and his apprentices must accomplish the impossible. They must understand this strange new technology, run through the product development cycle, and prepare MultiReal for release to the public all in three days.

Meanwhile, hanging over everything is the specter of the infoquake, a lethal burst of energy that's disrupting the bio/logic networks and threatening to send the world crashing back into the Dark Ages.

With Infoquake, David Louis Edelman has created a fully detailed world that's both as imaginative as Dune and as real as today's Wall Street Journal.

By the Pricking of Her Thumb

Real-Town Murders: Book 2

Adam Roberts

Private Investigator Alma is caught up in another impossible murder. One of the world's four richest people may be dead - but nobody is sure which one. Hired to discover the truth behind the increasingly bizarre behaviour of the ultra-rich, Alma must juggle treating her terminally ill lover with a case which may not have a victim.

Inspired by the films of Kubrick, this stand-alone novel returns to the near-future of THE REAL-TOWN MURDERS, and puts Alma on a path to a world she can barely understand. Witty, moving and with a mystery deep at its heart, this novel again shows Adam Roberts' mastery of the form.

Snow Crash

Neal Stephenson

Only once in a great while does a writer come along who defies comparison--a writer so original he redefines the way we look at the world. Neal Stephenson is such a writer and Snow Crash is such a novel, weaving virtual reality, Sumerian myth, and just about everything in between with a cool, hip cybersensibility to bring us the gigathriller of the information age.

In reality, Hiro Protagonist delivers pizza for Uncle Enzo's CosaNostra Pizza Inc., but in the Metaverse he's a warrior prince. Plunging headlong into the enigma of a new computer virus that's striking down hackers everywhere, he races along the neon-lit streets on a search-and-destroy mission for the shadowy virtual villain threatening to bring about Infocalypse. Snow Crash is a mind-altering romp through a future America so bizarre, so outrageous...you'll recognize it immediately.

The Test

Sylvain Neuvel

Britain, the not-too-distant future.

Idir is sitting the British Citizenship Test.

He wants his family to belong.

Twenty-five questions to determine their fate. Twenty-five chances to impress.

When the test takes an unexpected and tragic turn, Idir is handed the power of life and death.

How do you value a life when all you have is multiple choice?

The Golden Age

The Golden Age: Book 1

John C. Wright

The Golden Age is Grand Space Opera, a large-scale SF adventure novel in the tradition of A. E. Van vogt and Roger Zelazny, with perhaps a bit of Cordwainer Smith enriching the style. It is an astounding story of super science, a thrilling wonder story that recaptures the excitements of SF's golden age writers.

The Golden Age takes place 10,000 years in the future in our solar system, an interplanetary utopian society filled with immortal humans. Within the frame of a traditional tale-the one rebel who is unhappy in utopia-Wright spins an elaborate plot web filled with suspense and passion.

Phaethon, of Radamanthus House, is attending a glorious party at his family mansion to celebrate the thousand-year anniversary of the High Transcendence. There he meets first an old man who accuses him of being an impostor and then a being from Neptune who claims to be an old friend. The Neptunian tells him that essential parts of his memory were removed and stored by the very government that Phaethon believes to be wholly honorable. It shakes his faith. He is an exile from himself.

And so Phaethon embarks upon a quest across the transformed solar system--Jupiter is now a second sun, Mars and Venus terraformed, humanity immortal--among humans, intelligent machines, and bizarre life forms that are partly both, to recover his memory, and to learn what crime he planned that warranted such preemptive punishment. His quest is to regain his true identity.

The Golden Age is one of the major, ambitious SF novels of the year and the international launch of an important new writer in the genre.

Ubik

Gregg Press Science Fiction Series: Book 63

Philip K. Dick

Philip K. Dick's searing metaphysical comedy of death and salvation is a tour de force of panoramic menace and unfettered slapstick, in which the departed give business advice, shop for their next incarnation, and run the continual risk of dying yet again.

Ready Player One

Ready Player One: Book 1

Ernest Cline

It's the year 2044, and the real world is an ugly place.

Like most of humanity, Wade Watts escapes his grim surroundings by spending his waking hours jacked into the OASIS, a sprawling virtual utopia that lets you be anything you want to be, a place where you can live and play and fall in love on any of ten thousand planets.

And like most of humanity, Wade dreams of being the one to discover the ultimate lottery ticket that lies concealed within this virtual world. For somewhere inside this giant networked playground, OASIS creator James Halliday has hidden a series of fiendish puzzles that will yield massive fortune-and remarkable power-to whoever can unlock them.

For years, millions have struggled fruitlessly to attain this prize, knowing only that Halliday's riddles are based in the pop culture he loved-that of the late twentieth century. And for years, millions have found in this quest another means of escape, retreating into happy, obsessive study of Halliday's icons. Like many of his contemporaries, Wade is as comfortable debating the finer points of John Hughes's oeuvre, playing Pac-Man, or reciting Devo lyrics as he is scrounging power to run his OASIS rig.

And then Wade stumbles upon the first puzzle.

Suddenly the whole world is watching, and thousands of competitors join the hunt-among them certain powerful players who are willing to commit very real murder to beat Wade to this prize. Now the only way for Wade to survive and preserve everything he knows is to win. But to do so, he may have to leave behind his oh-so-perfect virtual existence and face up to life-and love-in the real world he's always been so desperate to escape.

A world at stake.

A quest for the ultimate prize.

For the Win

Cory Doctorow

In the virtual future, you must organize to survive

At any hour of the day or night, millions of people around the globe are engrossed in multiplayer online games, questing and battling to win virtual "gold," jewels, and precious artifacts. Meanwhile, others seek to exploit this vast shadow economy, running electronic sweatshops in the world's poorest countries, where countless "gold farmers," bound to their work by abusive contracts and physical threats, harvest virtual treasure for their employers to sell to First World gamers who are willing to spend real money to skip straight to higher-level gameplay.

Mala is a brilliant 15-year-old from rural India whose leadership skills in virtual combat have earned her the title of "General Robotwalla." In Shenzen, heart of China's industrial boom, Matthew is defying his former bosses to build his own successful gold-farming team. Leonard, who calls himself Wei-Dong, lives in Southern California, but spends his nights fighting virtual battles alongside his buddies in Asia, a world away. All of these young people, and more, will become entangled with the mysterious young woman called Big Sister Nor, who will use her experience, her knowledge of history, and her connections with real-world organizers to build them into a movement that can challenge the status quo.

The ruthless forces arrayed against them are willing to use any means to protect their power-including blackmail, extortion, infiltration, violence, and even murder. To survive, Big Sister's people must out-think the system. This will lead them to devise a plan to crash the economy of every virtual world at once-a Ponzi scheme combined with a brilliant hack that ends up being the biggest, funnest game of all.

Imbued with the same lively, subversive spirit and thrilling storytelling that made LITTLE BROTHER an international sensation, FOR THE WIN is a prophetic and inspiring call-to-arms for a new generation.

Download this book for free from the author's website.

Atlas Alone

Planetfall: Book 4

Emma Newman

Six months after she left, Dee is struggling to manage her rage toward the people who ordered the nuclear strike that destroyed Earth. She's trying to find those responsible, but she's not getting very far alone.

A dedicated gamer, Dee is endeavoring to discover a mersive good enough to enable her to escape her trauma. When she is approached by a designer who asks her to play test his new game, she hopes it will be what she needs--but it isn't like any mersive she's played before. When a man suddenly dies in the real world, she realizes that at the same time in the game, she killed a character who bears a striking resemblance to the dead man--a man she discovers was one of those responsible for the death of millions on Earth.

Disturbed, but thinking it must be a coincidence, Dee continues the hunt for information. But when she finds out the plans for the future colony, she realizes that to save what is left of humanity, she might have to do something that risks what remains of her own.

The Invention of Morel

Adolfo Bioy Casares

Jorge Luis Borges declared The Invention of Morel a masterpiece of plotting, comparable to The Turn of the Screw and Journey to the Center of the Earth. Set on a mysterious island, Bioy's novella is a story of suspense and exploration, as well as a wonderfully unlikely romance, in which every detail is at once crystal clear and deeply mysterious.

Inspired by Bioy Casares's fascination with the movie star Louise Brooks, The Invention of Morel has gone on to live a secret life of its own. Greatly admired by Julio Cortázar, Gabriel García Márquez, and Octavio Paz, the novella helped to usher in Latin American fiction's now famous postwar boom. As the model for Alain Resnais and Alain Robbe-Grillet's Last Year in Marienbad, it also changed the history of film.

WWW: Watch

The WWW Trilogy: Book 2

Robert J. Sawyer

Award-winning author Robert J. Sawyer continues his "wildly though- provoking" science fiction saga of a sentient World Wide Web.

Webmind is an emerging consciousness that has befriended Caitlin Decter and grown eager to learn about her world. But Webmind has also come to the attention of WATCH-the secret government agency that monitors the Internet for any threat to the United States-and they're fully aware of Caitlin's involvement in its awakening.

WATCH is convinced that Webmind represents a risk to national security and wants it purged from cyberspace. But Caitlin believes in Webmind's capacity for compassion-and she will do anything and everything necessary to protect her friend.

The Real-Town Murders

Real-Town Murders: Book 1

Adam Roberts

Alma is a private detective in a near-future England, a country desperately trying to tempt people away from the delights of Shine, the immersive successor to the internet. But most people are happy to spend their lives plugged in, and the country is decaying.

Alma's partner is ill, and has to be treated without fail every 4 hours, a task that only Alma can do. If she misses the 5 minute window her lover will die. She is one of the few not to access the Shine.

So when Alma is called to an automated car factory to be shown an impossible death and finds herself caught up in a political coup, she knows that getting too deep may leave her unable to get home.

What follows is a fast-paced Hitchcockian thriller as Alma evades arrest, digs into the conspiracy, and tries to work out how on earth a dead body appeared in the boot of a freshly-made car in a fully-automated factory.

Neuromancer

The Sprawl Trilogy: Book 1

William Gibson

The Matrix is a world within the world, a global consensus - hallucination, the representation of every byte of data in cyberspace...

Case had been the sharpest data-thief in the business, until vengeful former employees crippled his nervous system. But now a new and very mysterious employer recruits him for a last-chance run. The target: an unthinkably powerful artificial intelligence orbiting Earth in service of the sinister Tessier-Ashpool business clan. With a dead man riding shotgun and Molly, mirror-eyed street-samurai, to watch his back, Case embarks on an adventure that ups the ante on an entire genre of fiction.

Hotwired to the leading edges of art and technology, Neuromancer ranks with 1984 and Brave New World as one of the century's most potent visions of the future.

Solitaire

Kelley Eskridge

Ren "Jackal" Segura is a Hope -- a special child, a powerful symbol of a new world government destined for greatness. But two months before she is to assume the role she has been preparing for her entire life, Jackal discovers that everything she believes, everything she is, is a lie. Convicted of a terrible crime, she agrees to participate in a "rehabilitation" experiment: While her body lies comatose for eight months, a computer will convince her mind that she is spending eight long years in solitary confinement. But Jackal's history as a Hope has given her strengths and skills other prisoners lack -- powers she will need to endure the tormenting loneliness, to discover the truth about her betrayal, and to rediscover her life, her love, and her soul in a strange place of shattered hopes and new beginnings called Solitaire.

Glasshouse

Charles Stross

When Robin wakes up in a clinic with most of his memories missing, it doesn't take him long to discover that someone's trying to kill him. It's the twenty-seventh century, when interstellar travel is by teleport gate and conflicts are fought by network worms that censor refugees' personalities-including Robin's earlier self.

On the run from unknown enemies, he volunteers to participate in a unique experimental polity, the Glasshouse, constructed to simulate a preaccelerated culture. Participants are assigned anonymized identities: it looks like the ideal hiding place for a posthuman on the run. But in this escape-proof environment, Robin will undergo an even more radical change, placing him at the mercy of the experimenters-and at the mercy of his own unbalanced psyche.

Summer Frost

Forward: Book 2

Blake Crouch

A video game developer becomes obsessed with a willful character in her new project, in a mind-bending exploration of what it means to be human by the New York Times bestselling author of Recursion.

Maxine was made to do one thing: die. Except the minor non-player character in the world Riley is building makes her own impossible decision--veering wildly off course and exploring the boundaries of the map. When the curious Riley extracts her code for closer examination, an emotional relationship develops between them. Soon Riley has all new plans for her spontaneous AI, including bringing Max into the real world. But what if Max has real-world plans of her own?

Lock In

Lock In: Book 1

John Scalzi

Fifteen years from now, a new virus sweeps the globe. 95% of those afflicted experience nothing worse than fever and headaches. Four percent suffer acute meningitis, creating the largest medical crisis in history. And one percent find themselvs "locked in"-fully awake and aware, but unable to move or respond to stimulus.

One per cent doesn't seem like a lot. But in the United States, that's 1.7 million people "locked in"... including the President's wife and daughter.

Spurred by grief and the sheer magnitude of the suffering, America undertakes a massive scientific initiative. Nothing can restore the ability to control their own bodies to the locked in. But then two new technologies emerge. One is a virtual-reality environment, "The Agora," in which the locked-in can interact with other humans, both locked-in and not. The other is the discovery that a few rare individuals have brains that are receptive to being controlled by others, meaning that from time to time, those who are locked in can "ride" these people and use their bodies as if they were their own.

This skill is quickly regulated, licensed, bonded, and controlled. Nothing can go wrong. Certainly nobody would be tempted to misuse it, for murder, for political power, or worse....

The Shockwave Rider

John Brunner

He Was The Most Dangerous Fugitive Alive, But He Didn't Exist!

Nickie Haflinger had lived a score of lifetimes...but technically he didn't exist. He was a fugitive from Tarnover, the high-powered government think tank that had educated him. First he had broken his identity code -- then he escaped.

Now he had to find a way to restore sanity and personal freedom to the computerized masses and to save a world tottering on the brink of disaster.

He didn't care how he did it...but the government did. That's when his Tarnover teachers got him back in their labs...and Nickie Haflinger was set up for a whole new education!

The Last Werewolf

Bloodlines Trilogy: Book 1

Glen Duncan

Then she opened her mouth to scream-and recognised me. It was what I'd been waiting for. She froze. She looked into my eyes. She said, "It's you."

Meet Jake. A bit on the elderly side (he turns 201 in March), but you'd never suspect it. Nonstop sex and exercise will do that for you-and a diet with lots of animal protein. Jake is a werewolf, and after the unfortunate and violent death of his one contemporary, he is now the last of his species. Although he is physically healthy, Jake is deeply distraught and lonely.

Jake's depression has carried him to the point where he is actually contemplating suicide-even if it means terminating a legend thousands of years old. It would seem to be easy enough for him to end everything. But for very different reasons there are two dangerous groups pursuing him who will stop at nothing to keep him alive.

Here is a powerful, definitive new version of the werewolf legend-mesmerising and incredibly sexy. In Jake, Glen Duncan has given us a werewolf for the twenty-first century-a man whose deeds can only be described as monstrous but who is in some magical way deeply human.

One of the most original, audacious, and terrifying novels in years.

The Phoenix Exultant

The Golden Age: Book 2

John C. Wright

The Phoenix Exultant is a continuation of the story begun in The Golden Age and like it, a grand space opera in the tradition of Jack Vance and Roger Zelazny (with a touch of Cordwainer Smith-style invention).

At the conclusion of the first book, Phaethon of Radamanthus House, was left an exile from his life of power and privilege. Now he embarks upon a quest across the transformed solar system--Jupiter is a second sun, Mars and Venus terraformed, humanity immortal--among humans, intelligent machines, and bizarre life forms, to recover his memory, to regain his place in society and to move that society away from stagnation and toward the stars. And most of all Phaethon's quest is to regain ownership of the magnificent starship, the Phoenix Exultant, the most wonderful ship ever built, and fly her to the stars.

The Phoenix Exultantis an astounding story of super science, a thrilling wonder story that recaptures the verve of SF's golden age writers It is a suitably grand and stirring fulfillment of the promise shown in The Golden Age and confirms John C. Wright as a major new talent in the field. He concludes the Golden Age trilogy in The Golden Transcendence.

Maul

Tricia Sullivan

In a mall like any other, two gangs of teenaged girls are about to embark on an orgy of shopping and designer violence. In the battleground of cool, they'll fight for their lives to prove that "image is everything." And in another place, within a sealed room, a lone man fights an equally desperate war against a new virus and the scientists who have developed it. If anyone gets out alive, it will be a small miracle.

Snapshot

Brandon Sanderson

If you could re-create a day, what dark secrets would you uncover?

From New York Times #1 bestselling author Brandon Sanderson comes a detective thriller in a police beat like no other. Anthony Davis and his partner Chaz are the only real people in a city of 20 million, sent there by court order to find out what happened in the real world 10 days ago so that hidden evidence can be brought to light and located in the real city today.

Within the re-created Snapshot of May 1st, Davis and Chaz are the ultimate authorities. Flashing their badges will get them past any obstruction and overrule any civil right of the dupes around them. But the crimes the detectives are sent to investigate seem like drudgery--until they stumble upon the grisly results of a mass killing that the precinct headquarters orders them not to investigate. That's one order they have to refuse.

The hunt is on. And though the dupes in the replica city have no future once the Snapshot is turned off, that doesn't mean that both Davis and Chaz will walk out of it alive tonight.

Feersum Endjinn

Iain M. Banks

Count Alandre Sessine VII has already died seven times. He has only one life left - one last chance to catch his killer. His only clues point to a conspiracy beyond his own murder. For a catastrophe is fast approaching the earth from which there is no escape - until a loophole through apocalypse is discovered. And a chosen few will do anything to keep it a secret.

Someone has betrayed Sessine, killed him before he could uncover the truth. Now he has three days before his funeral to live the way men used to live: restricted to one life where one mistake could be his last. Suddenly he finds himself an outlaw, a fugitive, a desperado. And his only hope of survival is finding others like himself. Others who hold a piece of the puzzle to an enigmatic weapon of salvation and chaos...

The Wolf's Hour

Michael Gallatin: Book 1

Robert R. McCammon

The Wolf's Hour is a 1989 World War II adventure novel with a twist by Robert R. McCammon. A British secret agent goes behind German lines to stop a secret weapon from being launched against the Allies. The twist is that this agent is a werewolf. The book also includes some of the agent's history, namely how he became a werewolf.

A Song for a New Day

Sarah Pinsker

In the Before, when the government didn't prohibit large public gatherings, Luce Cannon was on top of the world. One of her songs had just taken off and she was on her way to becoming a star. Now, in the After, terror attacks and deadly viruses have led the government to ban concerts, and Luce's connection to the world--her music, her purpose--is closed off forever. She does what she has to do: she performs in illegal concerts to a small but passionate community, always evading the law.

Rosemary Laws barely remembers the Before times. She spends her days in Hoodspace, helping customers order all of their goods online for drone delivery--no physical contact with humans needed. By lucky chance, she finds a new job and a new calling: discover amazing musicians and bring their concerts to everyone via virtual reality. The only catch is that she'll have to do something she's never done before and go out in public. Find the illegal concerts and bring musicians into the limelight they deserve. But when she sees how the world could actually be, that won't be enough.

The Rapture of the Nerds

Charles Stross
Cory Doctorow

Welcome to the fractured future, at the dusk of the twenty-first century.

Earth has a population of roughly a billion hominids. For the most part, they are happy with their lot, living in a preserve at the bottom of a gravity well. Those who are unhappy have emigrated, joining one or another of the swarming densethinker clades that fog the inner solar system with a dust of molecular machinery so thick that it obscures the sun.

The splintery metaconsciousness of the solar-system has largely sworn off its pre-post-human cousins dirtside, but its minds sometimes wander... and when that happens, it casually spams Earth's networks with plans for cataclysmically disruptive technologies that emulsify whole industries, cultures, and spiritual systems. A sane species would ignore these get-evolved-quick schemes, but there's always someone who'll take a bite from the forbidden apple.

So until the overminds bore of stirring Earth's anthill, there's Tech Jury Service: random humans, selected arbitrarily, charged with assessing dozens of new inventions and ruling on whether to let them loose. Young Huw, a technophobic, misanthropic Welshman, has been selected for the latest jury, a task he does his best to perform despite an itchy technovirus, the apathy of the proletariat, and a couple of truly awful moments on bathroom floors.

Download this book for free from the author's website.

Living Next Door to the God of Love

Natural History: Book 2

Justina Robson

Where do you run when a world is out to get you?

AIs, Forged beings, superheroes, angels, and worlds that change in the blink of an eye - here is a richly imagined tale of ordinary redemption in an extraordinary world from one of the most provocative writers working today.

Francine is a young runaway looking to find a definition of love she can trust. In Sankhara, she finds a palace where rooms are made of bone, flowers, and the hearts of heroes. She finds a scientist mapping the territory of the human mind. She finds a boyfriend. And she finds Eros itself–incarnated in the androgynously irresistible form of Jalaeka.

But not everyone is in love with the god of love. Unity, for one, wants to assimilate Jalaeka along with every other soul in the universe. And contrary to what everyone always believes, love alone can't save the day. It will take something both more and less powerful than the human heart to save the worlds upon worlds at risk when gods collide.

"For Robson, world-building is a literary device like any other, useful for exposing buried fears and desires to the light of day, no matter how strange the sun." –New York Times Book Review

Air

Geoff Ryman

When the UN decides to test the radical new technology Air, Mae is boiling laundry and chatting with elderly Mrs Tung. The massive surge of Air energy swamps them, and when the test is finished, Mrs Tung is dead, and Mae has absorbed her 90 years of memories. Rocked by the unexpected deaths and disorientation, the UN delays fully implementing Air, but Mae sees at once that her way of life is ending. Half-mad, struggling with information overload, the resentment of much of the village, and a complex family situation, she works fiercely to learn what she needs to ride the tiger of change.

Rainbows End

Vernor Vinge

Four time Hugo Award winner Vernor Vinge has taken readers to the depths of space and into the far future in his bestselling novels A Fire Upon the Deep and A Deepness in the Sky. Now, he has written a science-fiction thriller set in a place and time as exciting and strange as any far-future world: San Diego, California, 2025.

Robert Gu is a recovering Alzheimer's patient. The world that he remembers was much as we know it today. Now, as he regains his faculties through a cure developed during the years of his near-fatal decline, he discovers that the world has changed and so has his place in it. He was a world-renowned poet. Now he is seventy-five years old, though by a medical miracle he looks much younger, and he's starting over, for the first time unsure of his poetic gifts . Living with his son's family, he has no choice but to learn how to cope with a new information age in which the virtual and the real are a seamless continuum, layers of reality built on digital views seen by a single person or millions, depending on your choice. But the consensus reality of the digital world is available only if, like his thirteen-year-old granddaughter Miri, you know how to wear your wireless access-through nodes designed into smart clothes-and to see the digital context-through smart contact lenses.

With knowledge comes risk. When Robert begins to re-train at Fairmont High, learning with other older people what is second nature to Miri and other teens at school, he unwittingly becomes part of a wide-ranging conspiracy to use technology as a tool for world domination.

In a world where every computer chip has Homeland Security built-in, this conspiracy is something that baffles even the most sophisticated security analysts, including Robert's son and daughter-in law, two top people in the U.S. military. And even Miri, in her attempts to protect her grandfather, may be entangled in the plot.

As Robert becomes more deeply involved in conspiracy, he is shocked to learn of a radical change planned for the UCSD Geisel Library; all the books there, and worldwide, would cease to physically exist. He and his fellow re-trainees feel compelled to join protests against the change. With forces around the world converging on San Diego, both the conspiracy and the protest climax in a spectacular moment as unique and satisfying as it is unexpected. This is science fiction at its very best, by a master storyteller at his peak.

Darwinia

Robert Charles Wilson

In 1912, history was changed by the Miracle, when the old world of Europe was replaced by Darwinia, a strange land of nightmarish jungle and antediluvian monsters. To some, the Miracle was an act of divine retribution; to others, it is an opportunity to carve out a new empire.

Leaving an America now ruled by religious fundamentalists, young Guilford Law travels to Darwinia on a mission of discovery that will take him further than he can possibly imagine... to a shattering revelation about mankinds destiny in the universe.

The Cookie Monster

Vernor Vinge

Hugo and Locus Award winning and Nebula Award nominated novella. It originally appeared in Analog Science Fiction and Fact, October 2003. The story can also be found in the anthologies Science Fiction: The Best of 2003, edited by Karen Haber and Jonathan Strahan, The Year's Best Science Fiction: Twenty-First Annual Collection (2004), edited by Gardner Dozois and Digital Rapture: The Singularity Anthology (2012), edited by John Kessel and James Patrick Kelly.

Wolves

Simon Ings

The new novel from Simon Ings is a story that balances on the knife blade of a new technology. Augmented Reality uses computing power to overlay a digital imagined reality over the real world. Whether it be adverts or imagined buildings and imagined people with Augmented Reality the world is no longer as it appears to you, it is as it is imagined by someone else. Ings takes the satire and mordant satirical view of J.G. Ballard and propels it into the 21st century. Two friends are working at the cutting edge of this technology and when they are offered backing to take the idea and make it into the next global entertainment they realise that wolves hunt in this imagined world. And the wolves might be them. A story about technology becomes a personal quest into a changed world and the pursuit of a secret from the past. A secret about a missing mother, a secret that could hide a murder. This is no dry analysis of how a technology might change us, it is a terrifying thriller, a picture of a dark tomorrow that is just around the corner.

The Restoration Game

Ken MacLeod

There is no such place as Krassnia. Lucy Stone should know - she was born there.

In that tiny, troubled region of the former Soviet Union, revolution is brewing. Its organisers need a safe place to meet, and where better than the virtual spaces of an online game? Lucy, who works for a start-up games company in Edinburgh, has a project that almost seems made for the job: a game inspired by The Krassniad, an epic folk tale concocted by Lucy's mother Amanda, who studied there in the 1980s. Lucy knows Amanda is a spook. She knows her great-grandmother Eugenie also visited the country in the '30s, and met the man who originally collected Krassnian folklore, and who perished in Stalin's terror.

As Lucy digs up details about her birthplace to slot into the game, she finds the open secrets of her family's past, the darker secrets of Krassnia's past - and hints about the crucial role she is destined to play in The Restoration Game ...

Mongrels

Stephen Graham Jones

A spellbinding and darkly humorous coming-of-age story about an unusual boy, whose family lives on the fringe of society and struggles to survive in a hostile world that shuns and fears them.

He was born an outsider, like the rest of his family. Poor yet resilient, he lives in the shadows with his aunt Libby and uncle Darren, folk who stubbornly make their way in a society that does not understand or want them. They are mongrels, mixed blood, neither this nor that. The boy at the center of Mongrels must decide if he belongs on the road with his aunt and uncle, or if he fits with the people on the other side of the tracks.

For ten years, he and his family have lived a life of late-night exits and narrow escapes--always on the move across the South to stay one step ahead of the law. But the time is drawing near when Darren and Libby will finally know if their nephew is like them or not. And the close calls they've been running from for so long are catching up fast now. Everything is about to change.

A compelling and fascinating journey, Mongrels alternates between past and present to create an unforgettable portrait of a boy trying to understand his family and his place in a complex and unforgiving world. A smart and innovative story--funny, bloody, raw, and real--told in a rhythmic voice full of heart, Mongrels is a deeply moving, sometimes grisly, novel that illuminates the challenges and tender joys of a life beyond the ordinary in a bold and imaginative new way.

Passage

Connie Willis

At Mercy General Hospital, Dr. Joanna Lander will soon be paged -- not to save a life, but to interview a patient just back from the dead. A psychologist specializing in near-death experiences, Joanna has spent two years recording the experiences of those who have been declared clinically dead and lived to tell about it.

It's research on the fringes of ordinary science, but Joanna is about to get a boost from an unexpected quarter. A new doctor has arrived at Mercy General, one with the power to give Joanna the chance to get as close to death as anyone can.

A brilliant young neurologist, Dr. Richard Wright, has come up with a way to manufacture the near-death experience using a psychoactive drug. Dr. Wright is convinced that the NDE is a survival mechanism and that if only doctors understood how it worked, they could someday delay the dying process, or maybe even reverse it. He can use the expertise of a psychologist of Joanna Lander's standing to lend credibility to his study.

But he soon needs Joanna for more than just her reputation. When his key volunteer suddenly drops out of the study, Joanna finds herself offering to become Richard's next subject. After all, who better than she, a trained psychologist, to document the experience?

Her first NDE is as fascinating as she imagined it would be -- so astounding that she knows she must go back, if only to find out why this place is so hauntingly familiar. But each time Joanna goes under, her sense of dread begins to grow, because part of her already knows why the experience is so familiar, and why she has every reason to be afraid....

Idoru

The Bridge Trilogy: Book 2

William Gibson

In twenty-first century Tokyo, Rez, one of the world's biggest rock stars, prepares to marry Rei Toe, Japan's biggest media star, who is known as the Idoru and who exists only in virtual reality.

Gnomon

Nick Harkaway

Near-future Britain is not just a nation under surveillance but one built on it: a radical experiment in personal transparency and ambient direct democracy. Every action is seen, every word is recorded.

Diana Hunter is a refusenik, a has-been cult novelist who lives in a house with its own Faraday cage: no electronic signals can enter or leave. She runs a lending library and conducts business by barter. She is off the grid in a society where the grid is everything. Denounced, arrested and interrogated by a machine that reads your life history from your brain, she dies in custody.

Mielikki Neith is the investigator charged with discovering how this tragedy occurred. Neith is Hunter's opposite. She is a woman in her prime, a stalwart advocate of the System. It is the most democratic of governments, and Neith will protect it with her life.

When Neith opens the record of the interrogation, she finds not Hunter's mind but four others, none of which can possibly be there: the banker Constantine Kyriakos, pursued by a ghostly shark that eats corporations; the alchemist Athenais Karthagonensis, jilted lover of St Augustine of Hippo and mother to his dead son, kidnapped and required to perform a miracle; Berihun Bekele, artist and grandfather, who must escape an arson fire by walking through walls--if only he can remember how; and Gnomon, a sociopathic human intelligence from a distant future, falling backwards in time to conduct four assassinations.

Aided--or perhaps opposed--by the pale and paradoxical Regno Lönnrot, Neith must work her way through the puzzles of her case and find the meaning of these impossible lives. Hunter has left her a message, but is it one she should heed, or a lie to lead her into catastrophe? And as the stories combine and the secrets and encryptions of Gnomon are revealed, the question becomes the most fundamental of all: who will live, and who will die?

Central Station

Central Station

Lavie Tidhar

A worldwide diaspora has left a quarter of a million people at the foot of a space station. Cultures collide in real life and virtual reality. The city is a weed, its growth left unchecked. Life is cheap and data is cheaper.

When Boris Chong returns to Tel Aviv from Mars, much has changed. Boris's ex-lover Miriam is raising a strangely familiar child who can tap into the data stream of a mind with the touch of a finger. His cousin Isobel is infatuated with a robotnik--a cyborg ex-Israeli soldier who might well be begging for parts. Even his old flame Carmel--a hunted data-vampire--has followed him back to a planet where she is forbidden to return.

Rising above all is Central Station, the interplanetary hub between all things: the constantly shifting Tel Aviv; a powerful virtual arena, and the space colonies where humanity has gone to escape the ravages of poverty and war. Everything is connected by the Others, powerful entities who, through the Conversation--a shifting, flowing stream of consciousness--are just the beginning of irrevocable change.

Darker Than You Think

Jack Williamson

The unsettling dreams begin for small-town reporter Will Barbee not long after he first meets the mysterious and beautiful April Bell. They are vivid, powerful and deeply disturbing nightmares in which he commits atrocious acts. And, one by one, his friends are meeting violent deaths.

It is clear to Barbee that he is embroiled in something far beyond human understanding, something unspeakably evil. And it intimately involves the seductive, dangerously intoxicating April, and the question, 'Who is the Child of the Night?' When he discovers the answer to that, his world will change utterly.

The Wolfen

Whitley Strieber

In the dark, they are watching...

They are waiting for you.

No one has ever lived to tell the horrifying truth about them. Yet even now the Wolfen are gathered in the night-dark alleys... unseen, poised... ready to destroy their helpless human prey. Only one man and one woman, trained cops, willing to risk their lives, stand in the way.

Final Girls

Mira Grant

What if you could fix the worst parts of yourself by confronting your worst fears?

Dr. Jennifer Webb has invented proprietary virtual reality technology that purports to heal psychological wounds by running clients through scenarios straight out of horror movies and nightmares. In a carefully controlled environment, with a medical cocktail running through their veins, sisters might develop a bond they've been missing their whole lives -- while running from the bogeyman through a simulated forest. But... can real change come so easily?

Esther Hoffman doubts it. Esther has spent her entire journalism career debunking pseudoscience, after phony regression therapy ruined her father's life. She's determined to unearth the truth about Dr. Webb's budding company. Dr. Webb's willing to let her, of course, for reasons of her own. What better advertisement could she get than that of a convinced skeptic? But Esther's not the only one curious about how this technology works. Enter real-world threats just as frightening as those created in the lab. Dr. Webb and Esther are at odds, but they may also be each other's only hope of survival.

Fools

Pat Cadigan

With brain-suckers and body-snatchers around, not even your own identity is safe. When Marva, a Method actress, wakes up in a hologram pool in a club with new clothes, lots of money and a memory of murder, she knows something is wrong.

The California Voodoo Game

Dream Park: Book 3

Larry Niven
Steven Barnes

Dream Park, the ultimate in amusement parks, was about to embark on the greatest Game ever: the California Voodoo Game. Across the world bets were being placed; fortunes and reputations hung in the balance. Gaming careers would be made--or destroyed. And the most advanced software package ever invented was going to be tested.

But one of the players was a murderer--and worse. Only Alex Griffin, head of Dream Park Security, and Game Master Tony McWhirter guessed the extent of the treachery tainting the Game. Somehow, they had to catch the killer--but above all, the Game must go on....

The Extremes

Christopher Priest

British-born Teresa Simons returns to England after the death of her husband, an FBI agent, who was killed by an out-of-control gunman while on assignment in Texas. A shocking coincidence has drawn her to the run-down south coast town of Bulverton, where a gunman's massacre has haunting similarities to the murders in Texas. Desperate to unravel the mystery, Teresa turns to the virtual reality world of Extreme Experience, ExEx, now commercially available since she trained on it in the US. The best and worst of human experience can be found in ExEx, and in the extremes of violence Teresa finds that past and present combine ...

Ready Player Two

Ready Player One: Book 2

Ernest Cline

AN UNEXPECTED QUEST. TWO WORLDS AT STAKE. ARE YOU READY?

Days after winning OASIS founder James Halliday's contest, Wade Watts makes a discovery that changes everything.

Hidden within Halliday's vaults, waiting for his heir to find, lies a technological advancement that will once again change the world and make the OASIS a thousand times more wondrous--and addictive--than even Wade dreamed possible.

With it comes a new riddle, and a new quest--a last Easter egg from Halliday, hinting at a mysterious prize.

And an unexpected, impossibly powerful, and dangerous new rival awaits, one who'll kill millions to get what he wants.

Wade's life and the future of the OASIS are again at stake, but this time the fate of humanity also hangs in the balance.

Fast Times at Fairmont High

Vernor Vinge

Hugo Award winning novella.

In a near future where wireless mind links and wearable computers blur the line between artificial reality and "real" reality, it's final exam time at San Diego's Fairmont Junior High. Juan Orozco and his friends have a killer idea for their off-line project. But can a bunch of 13-year-olds really figure out the secret of what's going on at Torrey Pines Park?

The story originally appeared in the collection The Collected Stories of Vernor Vinge (2001). It can also be found in the anthology The Hard SF Renaissance (2002), edtied by David G. Hartwell and Kathryn Cramer.

The Games

Ted Kosmatka

This stunning first novel from Nebula Award and Theodore Sturgeon Memorial Award finalist Ted Kosmatka is a riveting tale of science cut loose from ethics. Set in an amoral future where genetically engineered monstrosities fight each other to the death in an Olympic event, The Games envisions a harrowing world that may arrive sooner than you think.

Silas Williams is the brilliant geneticist in charge of preparing the U.S. entry into the Olympic Gladiator competition, an internationally sanctioned bloodsport with only one rule: no human DNA is permitted in the design of the entrants. Silas lives and breathes genetics; his designs have led the United States to the gold in every previous event. But the other countries are catching up. Now, desperate for an edge in the upcoming Games, Silas's boss engages an experimental supercomputer to design the genetic code for a gladiator that cannot be beaten.

The result is a highly specialized killing machine, its genome never before seen on earth. Not even Silas, with all his genius and experience, can understand the horror he had a hand in making. And no one, he fears, can anticipate the consequences of entrusting the act of creation to a computer's cold logic.

Now Silas races to understand what the computer has wrought, aided by a beautiful xenobiologist, Vidonia João. Yet as the fast-growing gladiator demonstrates preternatural strength, speed, and-most disquietingly-intelligence, Silas and Vidonia find their scientific curiosity giving way to a most unexpected emotion: sheer terror.