Awareness leaping is all the rage.


“I’m going to have to read every other book and short story he has written.”

“Very well written and the characters are amazing. It will make question your reality.”

“…masterfully brings together at the end”

“This book is one craziness of a ride.”

“Best book ever!”

“Well worth reading, difficult to put down.”

“If you’ve not yet read any of Bertauski’s books, this is a superb one to start with!”

“This book is brilliant!”

“Bertauski has done it again!! I’m afraid to watch video games or use virtual reality now.”

Grey isn’t sleeping. Sunny Grimm finds a strap around her son’s head with an embossed symbol between his eyes. This is the mark of awareness leaping, where players launch into alternate realities and anything goes. Investors make millions. Critics, however, refuse to call it a game. They argue that reality confusion will end humanity. Labels aside, there are many who play. And many who lose.

Awareness leaping is all the rage.

Ten players.

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.