The Outer Worlds is an award-winning single-player first-person sci-fi RPG from Obsidian Entertainment and Private Division.
Lost in transit while on a colonist ship bound for the furthest edge of the galaxy, you awake decades later only to find yourself in the midst of a deep conspiracy threatening to destroy the Halcyon colony. As you explore the furthest reaches of space and encounter various factions, all vying for power, the character you decide to become will determine how this player-driven story unfolds. In the corporate equation for the colony, you are the unplanned variable.
Starfield is the first new universe in over 25 years from Bethesda Game Studios, the award-winning creators of The Elder Scrolls V: Skyrim and Fallout 4. In this next generation role-playing game set amongst the stars, create any character you want and explore with unparalleled freedom as you embark on an epic journey to answer humanity’s greatest mystery.
In the year 2330, humanity has ventured beyond our solar system, settling new planets, and living as a spacefaring people. You will join Constellation – the last group of space explorers seeking rare artifacts throughout the galaxy – and navigate the vast expanse of space in Bethesda Game Studios’ biggest and most ambitious game.
Tell Your story
In Starfield the most important story is the one you tell with your character. Start your journey by customizing your appearance and deciding your Background and Traits. Will you be an experienced explorer, a charming diplomat, a stealthy cyber runner, or something else entirely? The choice is yours. Decide who you will be and what you will become.
On an
alternate earth, a cataclysm has altered a subset of the population. Talents
are persecuted for their psychic and physical mutations, giving rise to two
conflicting societies based upon maintaining genetic purity. And the Source, a
shadowy corporate entity dependent upon the exploitation of captive Talents, is
hunting them…
Flynn
Scot is spiraling.
After a
cataclysmic chain of events and devastating loss, Flynn’s grasp on reality is
slipping. Backed into a corner by the Assembly and his sanity called into
question, the threat of exile and having his talent stripped endangers not only
him, but any chance he might have of getting his family back…if they’re not
already past saving.
Deep
in stasis, Kara’s fate is uncertain.
Stolen
away and in the clutches of a madman, Kara’s future depends solely upon Titus’s
sufferance. With unfettered access to her genome, his attention is fixated upon
the next iteration of Talents—especially after events in the North change her
status from prize to bait.
Because Flynn is coming
for her, and he’s not coming alone.
Cal grimaced and climbed to his feet as Glynfyls stopped shaking. He
clutched his breast, groping for the ward Miriam had set some thirty-odd years
ago that tied Flynn back to him. Please, God… Cal exhaled, his knees buckling in relief. Still there. Felt
different, but the boy wasn’t dead.
Not yet at least.
His gaze slid from the calamity outside the window to the blood
spattered across the wall and the gore-soaked carpet. In the unlikely event
House Scot survived the next seventy-two hours, the whole damned room would
have to be gutted. He dropped the last of his cigarette and ground it out beside Cordelia
Kerns’s corpse.
And if they didn’t survive, screw the resale value. What a goddamned mess.
“Here’s a spot, there’s a spot…” he muttered to himself, bastardizing lines from his brief stint in
community theater. Seemed appropriate. He couldn’t clearly remember his last wife’s smile or the faces of any of the children he’d buried, but every goddamned line from that play, every goddamned
moment he’d spent with her, was seared into his memory in high goddamned definition.
Her. Elize. Lizzy. His Lilith.
Cal ran a shaking hand down his face. Squatted. Knees cracking, he leaned forward to lower Kerns’s lids and cover the look of surprise in her grayed-over baby blues, his gaze locking on the imprint of a
bloody crescent between her brows—
A flash of memory—the same mark on his second wife—hit him hard.
He stumbled into a chair and pulled out his pouch of tobacco, cursing
the tremor in his hands. Fingers fumbling, he threw aside the botched attempt.
Deep breath. Rolled another. It was passible, barely. He lit it. Blew out a
frenetic puff of smoke and spat tobacco from his lip.
His gaze drifted back to Kerns’s corpse. Another woman with her throat slit. Wasn’t related to Julia’s earlier demise, but that wouldn’t stop Crandall and the city’s rumor mill from having a goddamned field day with it.
Christ. Between that and Flynn’s tantrum destroying everything as far as the eye could see, House Scot was on
borrowed time.
And when the press caught wind of Kara’s abduction, it would be worse.
What a clusterfuck. If there’d been any place to go, Cal would’ve started packing his bags, but this time, there wasn’t. Jane—Mother—had made sure of that.
He blew out a ragged stream of smoke and glanced at the couch as he
brought the sad excuse for a cigarette to his lips again. Kara’s cat glared back. Miserable animal was wrapped around Fitz’s throat with its green eyes narrowed. Cal frowned at the rise and fall
of the boy’s chest. Looked like taking pity on fuck ups was still part of Elize’s MO.
Not that the boy was losing any sleep over his brush with death. He was
sawing wood like he didn’t have a care in the world thanks to Nora’s induced coma. Must be nice.
Cal took another drag, cursing himself and the lingering scent of Elize’s perfume. The barest hint of bergamot dragging his mind back to that
first summer they’d met. To the stolen kisses during rehearsals. To the way the lighting had hit the curve of
her cheek and the look she’d throw over her shoulder as she sauntered into the wings. Christ, that
still got his dick hard.
Too bad her seduction had been as much of a role as the one she’d played on stage.
He’d hauled sets around the whole damned summer for that shit, podunk
production to be close to her. Senator Dashell’s daughter. What she’d seen in the son of a pig farmer—Christ. In retrospect, he knew exactly what she’d seen. Or rather, what her father had. Man hadn’t blinked twice at pimping her out for twelve hundred acres just
outside of town where the Corporation could build their research facility.
And damn them, but they’d gotten it.
Why her and her brother had stuck around after, slumming with the five
of them—
Cal shook his head, staring at the blood pooling beneath Kerns. What
was done, was done, and his hands had never been clean. No. He’d been up to his goddamned elbows in this shit from the get-go, but
this right here? This was gonna sink him and everything he’d worked for since.
As intended.
He fished the slip of paper Elize had left on Kara’s pillow from his breast pocket, his fingers shying from the braid
coiled beside it. Entwined E’s on the letterhead and beneath the monogram, a set of coordinates with
four damning words.
40°49’26.99” N-73°55’20.99” W
Queen takes pawn.
Check.
Elize…Enoch…the twins were just pieces, not who he’d been playing against. Cal stroked a heavy hand over his mustache.
Knowing the message for the invitation it was.
Jane had made her move, and now it was his. For better or worse, the
endgame had begun.
AK Nevermore enjoys
operating heavy machinery, freebases coffee, and gives up sarcasm for Lent
every year. A Jane-of-all-trades, she’s a certified chef, restores antiques,
and dabbles in beekeeping when she’s not reading voraciously or running down
the dream in her beat-up camo Chucks.
Unable to ignore the
voices in her head, and unwilling to become medicated, she writes Science
Fiction and Fantasy full time.
She pays the bills
editing, wielding a wicked hot pink pen and writing a column on SFF. She also
belongs to the Authors Guild, is a chapter treasurer for the RWA, teaches
creative writing, and on the rare occasion, sleeps.
In Shadow of the Tomb Raider Definitive Edition experience the final chapter of Lara’s origin as she is forged into the Tomb Raider she is destined to be. Combining the base game, all seven DLC challenge tombs, as well as all downloadable weapons, outfits, and skills, Shadow of the Tomb Raider Definitive Edition is the ultimate way to experience Lara’s defining moment.
Survive and Thrive In the Deadliest Place on Earth: Master an unforgiving jungle setting in order to survive. Explore underwater environments filled with crevasses and deep tunnel systems.
Become One With the Jungle: Outgunned and outnumbered, Lara must use the jungle to her advantage. Strike suddenly and disappear like a jaguar, use mud as camouflage, and instill fear in enemies to sow chaos.
Discover Dark and Brutal Tombs: Tombs are more terrifying than ever before, requiring advanced traversal techniques to reach them, and once inside they are filled with deadly puzzles.
Uncover Living History: Discover a hidden city and explore the biggest hub space ever found in a Tomb Raider game.
The Outer Worlds is an award-winning single-player RPG from Obsidian Entertainment and Private Division. As you explore a space colony, the character you decide to become will determine how this player-driven story unfolds. In the colony’s corporate equation, you are the unplanned variable.
Starfield is the first new universe in over 25 years from Bethesda Game Studios, the award-winning creators of The Elder Scrolls V: Skyrim and Fallout 4. In this next generation role-playing game set amongst the stars, create any character you want and explore with unparalleled freedom as you embark on an epic journey to answer humanity’s greatest mystery.
In the year 2330, humanity has ventured beyond our solar system, settling new planets, and living as a spacefaring people. You will join Constellation – the last group of space explorers seeking rare artifacts throughout the galaxy – and navigate the vast expanse of space in Bethesda Game Studios’ biggest and most ambitious game.
Tell Your story
In Starfield the most important story is the one you tell with your character. Start your journey by customizing your appearance and deciding your Background and Traits. Will you be an experienced explorer, a charming diplomat, a stealthy cyber runner, or something else entirely? The choice is yours. Decide who you will be and what you will become.
In Shadow of the Tomb Raider Definitive Edition experience the final chapter of Lara’s origin as she is forged into the Tomb Raider she is destined to be. Combining the base game, all seven DLC challenge tombs, as well as all downloadable weapons, outfits, and skills, Shadow of the Tomb Raider Definitive Edition is the ultimate way to experience Lara’s defining moment.
Survive and Thrive In the Deadliest Place on Earth: Master an unforgiving jungle setting in order to survive. Explore underwater environments filled with crevasses and deep tunnel systems.
Become One With the Jungle: Outgunned and outnumbered, Lara must use the jungle to her advantage. Strike suddenly and disappear like a jaguar, use mud as camouflage, and instill fear in enemies to sow chaos.
Discover Dark and Brutal Tombs: Tombs are more terrifying than ever before, requiring advanced traversal techniques to reach them, and once inside they are filled with deadly puzzles.
Uncover Living History: Discover a hidden city and explore the biggest hub space ever found in a Tomb Raider game.
Vampire’s Fall 2 is the highly-anticipated sequel to the dark fantasy RPG classic Vampire’s Fall: Origins, which captivated over 10 million players worldwide. Dive back into a realm shrouded in darkness, mystery, and peril. #earlymorningstudio #rpggames
The Outer Worlds is an award-winning single-player RPG from Obsidian Entertainment and Private Division. As you explore a space colony, the character you decide to become will determine how this player-driven story unfolds. In the colony’s corporate equation, you are the unplanned variable.
Laura Johnson’s life has been a mosaic of terror, each piece
a fragment of her haunted past. In her world, to be unnoticed is to be safe,
yet, beneath her camouflage lies a burning desire to live without the constant
pulse of fear.
Enter Diablo, a serial killer who transforms his victims
into chilling avatars that appear within his dark and popular computer games.
With the police powerless to peel back his many masks, Diablo sets his sights
on Laura.
In this heart-stopping race against time, Laura is thrust
into a deadly play where facing fear isn’t a choice-it’s survival. With the
killer’s shadow looming, can she stand against the darkness? Or will she become
the next character in his twisted games of death?
The terror begins now….
“A wounded soul becomes the target of a brutal serial
killer’s game in this dark, gripping, game of cat and mouse.” ★★★★★
– Explore Authors Magazine
The prison guard spoke softly
into a communicator on his shoulder, and the steel door opened with a metallic
echo in the corridor. The guard looked first at Isabelle, then at Mr. Dunn,
asking, “Do you want me to stay?”
Isabelle replied, “Thank you,
officer, but no. You’ve done your part.”
The guard nodded and left them
in the death row area. They heard the sound of metal on metal as the door
locked behind them, sending a small shiver through Isabelle’s heart. But she
straightened her jaw and stepped into the cell, with Mr. Dunn following closely
behind.
She removed her hat and held
it like a weapon. The edge of its brim was thin and stiff enough to slice. Isabelle
knew her toughness often intimidated men, but this disturbed individual would
likely see her as a beauty queen. Mr. Dunn took a protective stance by the
door, his size and the scar running from his eyebrow to his chin making it
clear why he was there.
Surveying the cell, which was
barely larger than a cheap walk-in closet, Isabelle noted the metal bed,
stainless-steel toilet, and sink. In her opinion, this minimalist setup was
more than the inmate deserved; far too lavish. She adjusted her posture,
shifting into business mode, tilting her head back to exude confidence and
becoming the salesperson she was meant to be.
“Hmm. John Spenkelink’s old
cell. I know you’re awake, Mr. Bundy.”
Ted Bundy, lying on the bed
with his back to them, sat up, feigning disturbed sleep. He yawned, blinked his
eyes, and smiled disarmingly. The news photos hadn’t lied; he was indeed a
handsome man. Yet, Isabelle recalled how he wielded his charm and good looks
like weapons. Maintaining her poker face, she thought of the thirty women he
had confessed to killing, with hints of even more hidden in unmarked graves.
“You have me at a
disadvantage,” Bundy said, keeping his gaze fixed on hers. “But who wouldn’t be
disadvantaged in here?”
Isabelle ignored him and began
her presentation. “I’m Dr. Quint. My associate is Mr. Dunn. We’re from Blunt
Point Labs. Mr. Bundy, the governor absolutely will not consider a stay of
execution.” She glanced at her watch again, already aware of the time. “In less
than twenty-four hours, you’re going to die. We can’t prevent that.”
“Then why bother me?”
Isabelle remained stoic; this
was her favorite part. “Mr. Bundy, we’re here to make you an offer you can’t
refuse. A chance to serve mankind in a positive way.”
Bundy raised his eyebrows.
“Serve mankind? When I’m dead?”
Mr. Dunn moved as if cued; it
was the signal for him to take the next step. He reached into the satchel,
pulled out some important-looking papers, and handed them to Isabelle. She held
them just out of Bundy’s reach. His gaze flickered to the papers momentarily.
She continued, “You’ll be dead
alright, but I think you’ll find this to be a fair offer.” She handed the
papers to Bundy, who studied them intently for several long minutes with a
practiced legal eye. Suddenly, he looked up.
“How does it work? There aren’t
any laws to protect the dead. Blunt Point has this kind of power?”
“Yes.”
“I’ll need a pen.”
“Yes, you will. But before you
sign, I want to know why you tortured, raped, and murdered thirty innocent
women.”
Bundy grinned mischievously.
Everything about him was likable. Isabelle forced herself to frown.
“Thirty?” he asked. “You think
small, Doctor.” He paused, as if considering his words. Isabelle realized he
wasn’t thinking at all; he was remembering. Bundy’s smile turned predatory.
“Having those women tied up and terrified was the ultimate aphrodisiac. They
knew they were going to die because of me. To them, I was their angry god.”
If Isabelle had been holding a
chainsaw at that moment, she would have used it on him. Instead, she forced
herself to remain unresponsive to Bundy’s comment. She didn’t need to look back
at Mr. Dunn to know his expression had not changed; it rarely did.
With no visible reaction from
his visitors, Bundy shrugged. He raised his hand as if holding an invisible
pen, wiggling his fingers in a gesture that conveyed, “I still need
something to write with.” Mr. Dunn reached into his coat and pulled out a
ballpoint pen, offering it to Bundy. Carefully and neatly, Bundy signed each
page and initialed several others. He returned the pen to Mr. Dunn and handed
the papers to Isabelle.
“When do we start?” he asked,
excitement bubbling in his voice like a child eager for an adventure.
Isabelle provided the answer
he needed. “As soon as you die.”
At 20, Lee Gemmill
set off on a hitchhiking adventure from Virginia to California, climbing
Handies Peak in Colorado and losing all his food to sneaky ground squirrels in
the Grand Canyon along the way. A former biology and anatomy teacher with 32
years of experience in Virginia, he’s now retired and fully dedicated to
writing.
Lee’s mission is to reshape storytelling by blending fantasy, science fiction,
and horror into unforgettable tales. His work pushes the boundaries of
imagination, delivering thrilling experiences that stay with readers long after
the last page — all while building a legacy of unique, genre-defying stories
that cultivate lifelong fans.