going on adventures & writing about them

lauren smyth is

ALL THAT GLOWS_

The apocalypse didn't take everyone. It just took us.

Ever since the rain turned green, Kyrie’s world has been bathed in glowing dust. She packs it into old mascara tubes and sells it as makeup alongside dried cacti, threadbare blankets, and long-expired canned food. There’s not much else to do when everyone outside Kyrie’s small town in the Mojave Desert died from the plague-bearing rain ten years ago.

Everyone—except the man in the rubber mask.

He’s on the dangerous side of the fence, huffing infected air like it’s nothing, babbling to Kyrie about college and umbrellas and yogurt and everything else that disappeared the day it rained. He doesn't seem to know that the world ended, and he has no explanation for how he survived the apocalypse. But Kyrie doesn't believe in ghosts.

She can’t trust him, but he’s right about one thing: Towns without secrets aren’t surrounded by chain-link fences. And chain-link fences won’t keep out the plague forever.

WARSAFE_

Play. Win. Survive.

There’s one building on her island that Halley has never visited: the Mercenary House. Perched atop a mountain, surrounded by unnaturally evergreen foliage, the House is rumored to be a breeding ground for criminals. Mercenaries are liars, cheats, spies . . . and maybe, depending on who you ask, killers.


At the Warsafe headquarters in Seattle, Roscoe is beta testing the company’s new video game. It’s her job to track down glitches–
but something is different about this one. Lurking behind the lines of malfunctioning code is a secret that threatens to drag her deeper into the game, forcing her to put her life on the line if she ever wants to come home.

Worlds collide as Roscoe teams up with Halley to uncover the island’s secret and expose Warsafe’s designs. But some mysteries are better left unsolved. As traitor after so-called traitor is revealed to be on their side, they begin to wonder:

Could Warsafe’s mission be critical enough to justify its cruelty?

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