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Escape Room: Game Zero

By Christopher Edge

Eden enters a virtual reality game, but the puzzles may decide whether she survives.

thrilling immersive thought-provoking fast-paced

Pageticker community rating

Average score: 5

From 8 readers

What do our readers think of Escape Room: Game Zero? (Generated from the text of reviews of the book)

There are not enough reviews to summarise yet.

What does the Pageticker team say about Escape Room: Game Zero?

Christopher Edge serves up a clever, fast moving adventure packed with puzzles, peril and just enough existential wobble to make you question whether reality is having a funny five minutes. Eden is a determined, likeable hero, while Ted’s belief that she is an NPC creates plenty of entertaining friction. Best suited to confident readers aged 9+ who enjoy gaming, science fiction and stories that keep the brain busier than a normal Tuesday.

Genres

Adventure Science Fiction Mystery

What is Escape Room: Game Zero about?

Eden follows cryptic clues to The Escape, a cutting edge virtual reality game. Upon arrival, she's swept into a perilous world filled with intricate puzzles and escalating dangers. Teaming up with Ted, a fellow player, they must locate keys and solve challenges to progress. However, Eden soon realises that this isn't just a game. Her very survival is at stake. As the lines between reality and virtuality blur, can she escape before it's too late?

About the author

Christopher Edge is a British author who loves writing exciting stories packed with science, adventure, and mystery. He is well known for his books such as 'The Many Worlds of Albie Bright' and 'The Infinite Lives of Maisie Day'. Christopher hopes his books will inspire you to ask questions and explore the wonders of the universe.

Discussion ideas around Escape Room: Game Zero

Brave Choices: What makes Eden brave when The Escape becomes much more dangerous than she expected?

Player or NPC?: Why does Ted think Eden is an NPC, and what does this show about the way he sees the world?

Real or Virtual?: How would you decide what was real if you were inside a game like The Escape?

Working Together: How do Eden and Ted’s different skills help them solve the challenges and find the keys?

Games and Power: What responsibilities should game designers have when they create worlds that feel completely real?

Pages

208 pages

Reading age

Junior (8-13)

This edition

2025

First published

2025

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