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Kitty Cat Kill Sat
- Sci-Fi
- Action
- Adventure
- Drama
Pickwick as an Amazon affiliate earns from qualifying purchases.
In this inventive and heartfelt take on a dystopian space opera, humanity’s last hope comes complete with a space station, an attitude, and . . . whiskers?
Civilization has fallen. The solar system is blanketed with the automated weapons of ancient wars, engineered plagues, hazardous waste, rogue AI, monsters from outside our dimension, artificial disasters, and nuclear climate change. Every moment of life on Earth is a brutal fight for survival. The people of Sol carry on, but hope is at a premium. They need something more. Someone with a plan, a savior, a hero.
What they get is Lily. Owner of the last functional battle station for the last four hundred years by right of being the last living soul on it, Lily ad-Alice has spent all that time struggling to save lives, fend off loneliness, and operate human-made weapons controls with paws and meows. Four centuries of establishing protocols, figuring out how to utilize an irresponsibly large arsenal of orbital weaponry, and scraping by with what life support still functions.
Lily doesn’t have a plan. She can’t even tell how haunted her home is. Every day is an endless stream of alarms and crises—it’s a lot for a lone desperate housecat to handle herself. But being the proprietor of the last piece of working orbital infrastructure in existence is a responsibility and duty she’s accepted anyway.
Now things are changing again. Something big is looming, and everything Lily has scrambled for hundreds of years to achieve is at risk. But if she’s quick, maybe she can do some good. If she’s cunning, maybe she can adapt. If she’s smart, maybe she can build something that lasts this time. And if she’s very, very lucky, maybe she won’t have to do it alone.
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The apocalypse will be televised!
A man. His ex-girlfriend's cat. A sadistic game show unlike anything in the universe: a dungeon crawl where survival depends on killing your prey in the most entertaining way possible.
In a flash, every human-erected construction on Earth—from Buckingham Palace to the tiniest of sheds—collapses in a heap, sinking into the ground.
The buildings and all the people inside have all been atomized and transformed into the dungeon: an 18-level labyrinth filled with traps, monsters, and loot. A dungeon so enormous, it circles the entire globe.
Only a few dare venture inside. But once you're in, you can't get out. And what's worse, each level has a time limit. You have but days to find a staircase to the next level down, or it's game over. In this game, it's not about your strength or your dexterity. It's about your followers, your views. Your clout. It's about building an audience and killing those goblins with style.
You can't just survive here. You gotta survive big.
You gotta fight with vigor, with excitement. You gotta make them stand up and cheer. And if you do have that "it" factor, you may just find yourself with a following. That's the only way to truly survive in this game—with the help of the loot boxes dropped upon you by the generous benefactors watching from across the galaxy.
They call it Dungeon Crawler World. But for Carl, it's anything but a game.
After accidentally stumbling across a cubicle dungeon in the back stairwell at work, James’s life gets weird. And that weirdness never really stops escalating.