Fantasy stories that take place in a video game or deal mainly with a video game world. Return to general Fantasy
Note: these books are currently sorted by release date, with newest first.
Word Count: 75,600
Summary: Welcome to the Shifting Lands. Silluka was born with only one arm and could never practice the exacting motions to summon the favor of the gods. Caught stealing, she is forced to test her powers or be branded an outcast. She fails, and loses citizenship to her village. In a fit of desperation, Silluka tries to steal a badge of citizenship from a mysterious elder. But instead, Elder Quilqi shows Silluka a different path to gain the powers of the gods, aided by an octopus-like technological wizard who worships their own eldritch divinities. Time is short for training however, because a new island is speeding toward the coastal town, throwing deadly hurricanes and tidal waves before it, and threatening all who live there. Only the gods and godlike storm warriors protect the village from destruction, but all of them fail when a mysterious creature bursts through the wall. It's only one forerunner for a species of terrifying turtlemen: fast, deadly, and ready to invade the larger island. The village must flee inland before the invasion, while Silluka is weighed down by her outcast status and her brother’s failing abilities. To save herself, her family, and her village, Silluka must overcome stigma and self-doubt. She must learn the scope of the world outside her village. She must learn Physical Magic.
Word Count: 38000
Summary: RISE (noun / verb) Eight definitions to inspire writers around the world, and an unlimited number of possible stories to tell: 1) An upward slope or movement 2) A beginning or origin 3) An increase in amount or number 4) An angry reaction 5) To take up arms 6) To return from death 7) To become heartened or elated 8) To exert oneself to meet a challenge Rise features 300-word speculative flash fiction stories from across the rainbow spectrum, from the minds of the writers of Queer Sci Fi.
- Fantasy
- Fantasy - Alternate History
- Fantasy - Candlepunk
- Fantasy - Clockpunk
- Fantasy - Comedy
- Fantasy - Contemporary
- Fantasy - Dark Fantasy
- Fantasy - Erotica
- Fantasy - Faery & Fae
- Fantasy - Fairy Tale / Folklore
- Fantasy - Fantasy of Manners
- Fantasy - Gothpunk
- Fantasy - Heroic
- Fantasy - High & Other World
- Fantasy - Historical
- Fantasy - Hopepunk
- Fantasy - Knights & Castles
- Fantasy - Latinpunk
- Fantasy - LGBTQ+
- Fantasy - LitRPG
- Fantasy - Low Fantasy
- Fantasy - Magical Realism
- Fantasy - Mythic
- Fantasy - Mythpunk
- Fantasy - New Adult
- Fantasy - Paranormal
- Fantasy - People of Color
- Fantasy - Piratepunk
- Fantasy - Quiet
- Fantasy - Romance
- Fantasy - RPG
- Fantasy - Silkpunk
- Fantasy - Slipstream
- Fantasy - Steampunk
- Fantasy - Sword & Sorcery
- Fantasy - Urban & Magical Beings
- Fantasy - Weird Fantasy
- Fantasy - Young Adult
- Fantasy – Gods and Heroes
- Horror
- Horror - Angels & Devils
- Horror - Comedy
- Horror - Fairy Tale/Folklore
- Horror - Ghosts & Haunted Houses
- Horror - Gothic
- Horror - LGBTQ+
- Horror - LitRPG
- Horror - Lovecraftian/Cthulhu
- Horror - Man-Made Horrors
- Horror - Monsters
- Horror - Mythic
- Horror - New Adult
- Horror - Noir
- Horror - Occult
- Horror - People of Color
- Horror - Post-Apocalyptic
- Horror - Psychic Talents
- Horror - Psychological
- Horror - Shifters
- Horror - Splatterpunk
- Horror - Vampires
- Horror - Weird Horror
- Horror - Werewolves
- Horror - Witches
- Horror - Young Adult
- Horror - Zombies
- Paranormal
- Paranormal - Angels & Devils
- Paranormal - Comedy
- Paranormal - Dark
- Paranormal - Ghosts & Haunted Houses
- Paranormal - LGBTQ+
- Paranormal - LitRPG
- Paranormal - Magical Beings
- Paranormal - Monsters
- Paranormal - New Adult
- Paranormal - People of Color
- Paranormal - Psychic Talents
- Paranormal - Reincarnation
- Paranormal - Romance
- Paranormal - Shifters
- Paranormal - Vampires
- Paranormal - Young Adult
- Paranormal - Zombies
- Sci Fi
- Sci Fi - Alien Invasion
- Sci Fi - Alien Races
- Sci Fi - Aliens
- Sci Fi - Alternate / Parallel Reality
- Sci Fi - Alternative History
- Sci Fi - Apocalyptic Fiction
- Sci Fi - Artificial Intelligence
- Sci Fi - Atompunk
- Sci Fi - Biopunk
- Sci Fi - Candlepunk
- Sci Fi - Christian
- Sci Fi - Climate Fiction (Cli-Fi)
- Sci Fi - Clockpunk
- Sci Fi - Clones
- Sci Fi - Colonization
- Sci Fi - Comedy
- Sci Fi - Cyberpunk
- Sci Fi - Cyberspace
- Sci Fi - Decopunk
- Sci Fi - Detective
- Sci Fi - Dieselpunk
- Sci Fi - Distant Planet
- Sci Fi - Dying Earth
- Sci Fi - Dystopian & Post-Apocalyptic
- Sci Fi - First Contact
- Sci Fi - Frontier
- Sci Fi - Furry
- Sci Fi - Galactic Empire
- Sci Fi - Generation Ship
- Sci Fi - Genetic Manipulation
- Sci Fi - Gothpunk
- Sci Fi - Greenpunk
- Sci Fi - Hard Sci Fi
- Sci Fi - Hollow Earth
- Sci Fi - Hopepunk
- Sci Fi - Human Evolution
- Sci Fi - Immortality
- Sci Fi - Latinpunk
- Sci Fi - LGBTQ+
- Sci Fi - LitRPG
- Sci Fi - Lost Worlds
- Sci Fi - Military
- Sci Fi - Mind Uploads
- Sci Fi - Multiverse
- Sci Fi - Mutants
- Sci Fi - Mythpunk
- Sci Fi - Nanopunk
- Sci Fi - Near Future
- Sci Fi - New Adult
- Sci Fi - Nowpunk
- Sci Fi - People of Color
- Sci Fi - Piratepunk
- Sci Fi - Pulp
- Sci Fi - Realistic
- Sci Fi - Robots/Androids
- Sci Fi - Romance
- Sci Fi - RPG
- Sci Fi - Science Fantasy
- Sci Fi - Silkpunk
- Sci Fi - Singularity
- Sci Fi - Slipstream
- Sci Fi - Social
- Sci Fi - Soft
- Sci Fi - Solarpunk
- Sci Fi - Space Exploration
- Sci Fi - Space Opera
- Sci Fi - Space Western
- Sci Fi - Spacepunk
- Sci Fi - SpyFi
- Sci Fi - Steampunk
- Sci Fi - Stonepunk
- Sci Fi - Superheroes & Villains
- Sci Fi - Terraforming
- Sci Fi - Teslapunk
- Sci Fi - Theological
- Sci Fi - Time Travel
- Sci Fi - Transhuman
- Sci Fi - Transistorpunk
- Sci Fi - Uplift
- Sci Fi - Utopian
- Sci Fi - Virtual Reality
- Sci Fi - Wattpunk
- Sci Fi - Weird Sci Fi
- Sci Fi - Young Adult
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Summary: Second chances don't come free The system gives Dare no answers, only orders. The other eels are equally as unforthcoming, and Dare must resort to dangerous methods to uncover hidden information, taking chances that risk death if the system in their head disapproves. By poking at the holes in the Second Chance (SC) system, Dare discovers just how blurry its morality truly is. For anyone to escape, it'll take working together. But not everyone wants to be freed, and SC has worked too hard, too long, to give any of them up.
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Summary: Death doesn't always kill you... but second chances don't come free. Death is inevitable... Unless the Second Chance (SC) program recruits your particular super power. One last chance at life, in exchange for unquestioning completion of tasks set by the system that brought you back. At first, Dare's assignments seem trivial, inconsequential even. But as the missions progress, they produce more questions and no answers. Unexpected assailants, inexplicable tasks, and too many people Dare knows already in the system. Dare's never believed in coincidences. SC's motives are unclear. Questions aren't tolerated. Punishment is meted out arbitrarily. And SC can terminate the contract, and all participants lives with it, at any point in time. Dare's only chance is to figure out how to fight back without being deleted in the process. ~~ Rise is a Gamelit dark contemporary science fiction story set in the near future and is the first book in the Last Chance series. It touches on death, the afterlife, torture, and the lengths people can be pushed too.
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Summary: Voices in her head. Sure, that was how Murmur always imagined fully immersive VR. With the getashi’s growing in influence, Fable's race against the clock is thrown into disarray as the dungeons begin to make their own rules. As a last resort, Fable teams up with Spiral and Exodus to speed things up. But with tensions growing between the groups, it’s a matter of when and not if they’ll be betrayed. Murmur’s team begins to fray as her abilities branch out and start to those around her. Meanwhile, Laria and Shayla run out of ways to hide Wren’s involvement in the more frequent glitches occurring in-game. It’s all they can do to keep the system stable while James nips at their heels. Somnia’s awareness expands in unexpected ways. The threats within and without close in, but the true danger may just be in Murmur’s mind.
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Summary: Well, she's not dead. That's better than Murmur expected. But after Telvar cast her out of the game with all her strings attached, Murmur has more than in-game death to deal with. When some of the abilities of Somnia remain with her, Murmur must figure out where she ends and the game begins. But even as she realizes the complicated nature of her connection to Somnia, more elements of the virtual reality begin to snag. The race for keys continues, and time is running out. Murmur begins to suspect Fable can’t manage the next tier of dungeons alone before the system's instabilities risk inescapable cascades. While Fable struggles to keep their head start, game elements run off script and leave Laria and Shayla floundering for answers. For every problem they solve, two more appear in its place. If they’re not careful, the whole of Somnia will be corrupted.
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Summary: Murmur and Fable are left reeling after Somnia’s servers crash, and nothing is quite the same. Even as they challenge new dungeons, Murmur is haunted by an old enemy who seeks to take her down a dark path. Meanwhile, Laria and Shayla struggle to hide Wren’s prolonged immersion in the game from coworkers and sponsors alike, forcing them to seek out unlikely allies. As more people are made aware of Wren’s predicament, freeing her from Somnia becomes even more crucial. But it seems the game has other plans for her, and not even the AIs know what they are.
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Summary: Somnia is evolving, and Murmur is confronted with enemies both old and new. She must lead her guild, Fable, through a dungeon filled with riddles and puzzles to claim the first of twelve keys required to achieve victory. But things are not as they seem: glitches abound, enemies rally against Fable, and unexpected threats move in the shadows. As the system becomes increasingly complex, Laria and Shayla battle through mismatched coding, and Storm Corp discovers they’ve left some anomalies in the game out of their reports. Anomalies like Wren. With the report deadline looming, and errors riddling the system, Laria’s house of cards is about to come crashing down.
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Summary: As Murmur reels in the wake of the secret her friends tried to keep, her grip on what is real and what is virtual begins to slip. What's more, she's no longer sure who she can trust. Stalked across the continent by a rogue with a vendetta, Murmur is forced to dig deep and develop her abilities before she finds a knife in her back. Suspicion surrounds the AIs as well. Their behaviors are too human, their reports too perfect. Shayla and Laria must uncover the truth before the system raises concerns and Murmur is lost forever.
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Summary: Discover the class you were born to play. Wren, a seasoned healer, is dismayed when Somnia Online automatically assigns her character, Murmur, to the Enchanter class. Determined to overcome the unexpected setback, she assembles her guild, intent on the coveted #1 spot. Twelve keys stand between her and victory, but finding them is only part of the puzzle. Armed with telepathic abilities, Murmur rises to the challenge. However, old rivals have followed her to Somnia Online desperate for revenge. Intricate quest lines become more dangerous as NPCs absorb powerful artifacts, and Murmur begins to wonder just what sort of AI controls the world. Murmur questions her sanity as the real and virtual worlds mesh together. Everyone is keeping secrets from her, even the AI, and Murmur’s determined to uncover them.
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Summary: For six lifelong friends, it was supposed to just be a simple game night. But when they break out a new, classic high-fantasy style game—half tabletop RPG, half dungeon-crawling board game, simultaneously familiar and unexplored—for a test run, they find themselves transported into the game’s setting, living the lives of their made-up characters, where the dangers, and the monsters, are deadly serious. Left with little choice but to jump headlong into their roles, Cordelia, Morgan, Jack, Eriko, Tamsin, and Tobias will have to become the heroes they were just pretending to be to stop a nightmare creature’s reign of terror… or find out if life and death in this fictional setting is as real as it seems. Ranger and cleric, barbarian and thief, bard and magician: they'll have to combine all of their new-found abilities to stop a creeping evil and to survive in this strange new world.
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Summary: After a few weeks trapped inside a cursed tabletop role-playing game, the players--Eriko the rogue, Morgan the cleric, Tamsin the mage, Cordelia the barbarian, Jack the ranger, and Tobias the bard--have become fixtures in the fictional town of Moderate Expectations, doing things adventures do. Whether it's slaying ogres or saving children from actual bogeymen, the adventurers are learning their roles and becoming weirdly comfortable with the concept of being heroes locked in a game world. But when a terrifying threat bubbles up out of a broken mine shaft and threatens their starting zone and adopted home, the gang will need to go on a real dungeon crawl into the subterranean world below, where they'll learn just how dangerous this imaginary world is to them and how high the stakes can be for the people who live here. It's time for the Dungeon Crawlers to level up, face down their greatest challenge yet, and find out just how big the world they've found themselves trapped in really is... and how long it's been holding players like them prisoners. So grab your gear, check your spell list, and make sure you've got plenty of torches--it's time to go spelunking, RPG-style.
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Summary: The first rule of adventuring: don't split the party. The Dungeon Crawlers should know better. While they've only been trapped in the cursed role playing game they now call home for a short time, most of the party are well-versed in tabletop gaming. Whether in the real world or trapped in a fantasy one, you just don't split the party. Which is why, when Eriko, the group's rogue, decides to let curiosity get the better of her and run off on her own, everyone knows nothing good will come of it. And "no good will come of it" means a pack of feral cannibalistic undead, led by an ancient evil, who takes a special interest in the group's talented, if ridiculous, bard, Tobias. Joined by a shadowy creature whose goals coincide with their own, the rest of the group--Morgan the cleric, Jack the ranger, Cordelia the barbarian, and Tamsin the mage--find that to survive, and rescue their friends, they're going to have to split the party even further. Are they clever enough to get away from a pack of ravenous ghouls alive, or will this be the Total Party Kill they've dreaded since they first arrived in this game world? The Ghoul Slayer's Guide is the third novella in the The Dungeon Crawlers series. Find their earlier adventures in the Players Guide to Dungeon Crawling and the Dungeoneer's Bestiary.
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Summary: The Dungeon Crawlers have done the unthinkable: they’ve split the party. After defeating another adventuring party from the “real” world—fellow players long trapped in the game world who treat Revery as their own private hunting ground to be conquered and abused—the Dungeon Crawlers emerged victorious but broken, with one of their number fallen and lost in battle. Some want to seek out revenge for their lost friend, while others believe somewhere in Revery there is magic to bring someone back from the dead, and want to find it. Both quests for revenge and resurrection will reveal new enemies, new allies, and dark secrets about the nature of Revery itself. They will learn how it draws players into a world where an RPG has become real, and whether or not anyone can ever go home again. But to do so, they need to break the party in two. Can they survive apart, or will the oldest rule in RPGs prove to be true in a world where games are deadly real?