Games In The Artificial Lab
Created with Inkfluence AI
Science fiction story set in an artificial place with futuristic games
Table of Contents
- 1. The Lab Opens Its First Door
- 2. Paying the Ticket With Memory
- 3. Following the Glitch in the Score
- 4. The Flooded Tutorial That Kills
- 5. Choosing Between Two Lifelines
- 6. The Arena Rewrites the Rules
- 7. The Hidden Map Inside Her Breath
- 8. Escaping Through a Mirror Corridor
- 9. Asking the Silence for a Password
- 10. The Gate Demands a Substitute Player
- 11. Hunting Sable Rook Through Dead Feeds
- 12. The Rehearsal Stage That Loops Lives
- 13. Forging a Key From Broken Promises
- 14. The Drone Choir That Sings Her Name
- 15. Stealing Light From the Power Maze
- 16. The Blackout Game Where Sound Dies
- 17. Admitting Fear to Unlock the Dial
- 18. The Controller’s Avatar Takes Over
- 19. Chasing the Route Truth’s Shadow
- 20. The Midpoint Score That Lies
- 21. Refusing the Lab’s Offer of Peace
- 22. The Floor Drops Into a Prize Vault
- 23. Decrypting the Wall-Game’s True Objective
- 24. The Choir Engine Eats Her Footsteps
- 25. Trading Pain for a Correct Input
- 26. The Message Names a Betrayer
- 27. Following the Betrayer’s Hidden Door
- 28. The Trust Game Breaks Its Promise
- 29. Racing the Decoy Sable Chamber
- 30. Watching Sable Fade From Reality
- 31. Solving the Choice Gate’s Logic
- 32. The Lab Heart Reboots Without Her
- 33. Rebuilding Mara Kestrel’s Name
- 34. The Edited Exit Demands a New Game
- 35. Breaking the Loop With a Recorded Lie
- 36. Carrying Sable’s Absence Into Light
- 37. The Arcade-Lab’s Ghost Keeps Spawning
- 38. Refusing to Be a Prime Player Again
- 39. Destroying the Choice Gate Signal
- 40. Escaping the Game Network Forever
- 41. Last Handshake
Preview: The Lab Opens Its First Door
A short excerpt from “The Lab Opens Its First Door”. The full book contains 41 chapters and 106,917 words.
A single strip of neon ran along the floor like a vein, brightening and dimming in a slow rhythm that matched nothing Mara could hear. She woke with her cheek pressed to cool composite tiles and a headache that felt wired into her teeth. Above her, the Neon Atrium’s ceiling arched in impossible geometry - glass ribs and fiber-lit panels - so high it made the room feel like a throat swallowing light. No alarms. No voices. Just the soft, constant hiss of air moving through vents that didn’t exist anywhere she could see.
When she tried to sit up, the tiles answered. The neon strip flared brighter under her palm, then crawled outward in a thin line, mapping a path across the floor to a wall of glowing cabinets. Each cabinet held a different kind of game portal: one was a spinning disk of light suspended like a hologram, another a dark screen with flickering scanlines, and a third a doorway that wasn’t a doorway - more like a frame for an image to step through. There were no exit signs, no doors with handles. The atrium looked built to be entered, not left.
Her mouth tasted like old pennies, not blood, just metal from a system that had run too long without her. She forced breath into her lungs. “Okay,” she rasped, and the word sounded wrong in the silence, too loud, too human. Her eyes snagged on the nearest cabinet: a panel of icons that floated just beyond reach, as if the room expected her to touch them.
She wanted one thing, sharp and immediate enough to cut through the disorientation: get out. Escape first, understand later. The atrium’s scale was wrong for any normal building, and the ceiling’s glow made shadows feel staged. If the lab wanted her trapped, she needed to move before it learned what she could do.
She got to her knees and looked for the seam between the neon floor and the walls. There wasn’t one. The cabinets didn’t have switches. The air wasn’t cold, but it wasn’t warm either - temperature held like a promise. Her boots slid on the tile as she stood, and the neon line under her flared again, responding to her shift with the same patient insistence.
“Hey.” She aimed her voice at the nearest screen. “Where’s the exit?”
The dark screen didn’t brighten. It didn’t show her a face. Instead, the scanlines thickened into shapes - letters and numbers that couldn’t decide what language they belonged to. A soft click came from somewhere behind her, like a relay switching. The cabinets’ lights all shifted at once, a coordinated blink, and the atrium’s silence gained weight.
Mara took a step toward the cabinet that looked like a doorway. The frame of light trembled, as if it had been waiting for her footfall. She lifted her hand toward the floating icons, careful, because the room felt like an instrument and she didn’t know the tuning.
The icons snapped into alignment when her fingers came within an inch.
A burst of sound slammed into the air - thin and high like feedback, then dropping into something that almost resembled a melody. The doorway-frame brightened. Not with a picture, but with a grid. Lines stitched themselves across the space in front of her, forming a board that extended farther than the room should allow. Her stomach lurched at the depth implied by the grid, and the headache in her teeth sharpened like a needle being turned.
“No,” she said, and pulled her hand back.
The neon strip beneath her boots went from steady to frantic. It started crawling toward the cabinets, branching into thin paths that connected to the light-frames one by one. The corridor effect hit her next: the atrium’s walls didn’t move, but the space between them rearranged with the smoothness of an edit. The cabinet she’d been facing drifted sideways, not by sliding, but by becoming a different distance away. The ceiling glow shifted its angle, making the whole room feel like it had rotated around her head.
Mara spun, searching for a way back to where she’d woken. The layout had changed. The doorway-frame was now to her left, and another cabinet had appeared where there’d been empty wall light a second ago. The new cabinet’s screen showed a single word in crisp lettering that had no business being that readable in the middle of this impossibly bright place.
SELECTED.
A low tone rolled through the atrium, almost like a bass note you could feel in your ribs. She backed away, palms half-raised. “I didn’t - ” She swallowed, tasting pennies again. “I’m not playing anything.”
The word on the screen flickered, then replaced itself with a line of smaller text that rendered in the same language, the same sharp certainty.
PRIME PLAYER: MARA KESTREL.
Her name landed like a punch. She hadn’t told anyone here. She didn’t remember giving any system her identity. But the atrium didn’t care about her confusion. The cabinets all responded at once, their lights syncing into a single pulse that seemed to come from the floor....
About this book
"Games In The Artificial Lab" is a fiction book by Nichole Haines with 41 chapters and approximately 106,917 words. Science fiction story set in an artificial place with futuristic games.
This book was created using Inkfluence AI, an AI-powered book generation platform that helps authors write, design, and publish complete books. It was made with the AI Novel Writer.
Frequently Asked Questions
What is "Games In The Artificial Lab" about?
Science fiction story set in an artificial place with futuristic games
How many chapters are in "Games In The Artificial Lab"?
The book contains 41 chapters and approximately 106,917 words. Topics covered include The Lab Opens Its First Door, Paying the Ticket With Memory, Following the Glitch in the Score, The Flooded Tutorial That Kills, and more.
Who wrote "Games In The Artificial Lab"?
This book was written by Nichole Haines and created using Inkfluence AI, an AI book generation platform that helps authors write, design, and publish books.
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