The Warp is perfectly safe, its creators claimed.
The single greatest advance in computer technology since the invention of the microchip, the Warp is a virtual reality gaming system so advanced that players aren’t just in the game, they are the game. And inside the Warp lies the most cunning of all games, the de facto king of online gaming. It is the one game said to be unbeatable: Crisis.
The Warp was flawless, and the game was perfect. Until something went terribly wrong, trapping Tori Adams and her friends inside it, unable to log off and free their minds from the uploaded virus in their brains. With no other options available and time running out, they must do the one thing that has never been done before—what experts say can’t be done—they must beat Crisis in order to save their lives.
Armed only with their computer skills and whatever the out-of-control game grants them, the group must battle impossible odds and confront their own demons if they want to survive. With an unseen enemy hot on their trail and tensions running high, they must learn to trust each other more than they had ever thought possible.
Especially since one of them is a traitor.
Other Books You Might Like
Want to keep up with Chris Kennedy Publishing?
Subscribe to the mailing list!