Your game or theirs?
Very brutal—sometimes almost sickening—Lone Player will leave you questioning morality.
In a world stripped to the bare minimum and under constant surveillance, Julia steps us into her characters’ shoes. We feel their pasts, their hardships and traumas, and watch how they respond to the cruelty around them. The ruling philosophy here deems anyone unfit for physical labor unworthy of resources. If you can’t serve society, you don’t deserve to live.
The story follows two heroes, Ren and Eddie, as they fight to survive in this dystopia. Overpopulation and dwindling resources are “managed” by The Pick. Their paths collide in a journey of growth and defiance—each rebels in their own way to rescue loved ones.
REVIEW WITH SPOILERS
SUMMARY
Everyone here risks sudden death if The Pick deems them unfit. Each person’s life hinges on a deck of cards.
Overpopulation forces the world’s leaders to take extreme measures. They create the Nightjade Order, replacing the police with Chasers—agents of death. At birth, each child receives two random playing cards tattooed on their wrist. On New Year’s Eve when they turn eighteen, if the Order draws your pair, they execute you. Only the wealthy can buy immunity. Everyone else must fear the Chasers.
Eddie trains to be a Chaser so she can earn immunity for her family. Instead, she joins the Underground as a Healer. Ren, despite his father’s ties to the Underground, signs up to become a Chaser—only to win immunity for his sister, Margot.
When Eddie and Ren collide, they clash—and then unite to save Margot. Their tense alliance blossoms into a beautifully fraught enemies-to-lovers story, where understanding and forgiveness become their greatest weapons.
KEY CONCEPTS
- Wrist Tattoos: Two playing cards mark your fate.
- The Pick: The ritual that decides who lives or dies.
- Population Control: “Useless” people must be removed.
- The Underground: A secret network fighting back.
- Chasers: Hunters hired to execute the condemned.
- Immunity: A luxury only the rich can afford.
- MICS: Speak out of turn and risk death.
- The Yesterdays: Our world—already history to these characters.
- Banned Knowledge: Herbal and medical books are outlawed.
- Punishing Injections: Torture for traitors.
THOUGHTS
- Life depends on a deck of cards. How ironic is that?
- Who decides who deserves to live? And to protect resources, how far will we go?
- When injustice becomes law, do we accept it…or fight back?
FINAL CONSIDERATIONS
The first part moves slowly and could use more world-building—some mechanics remain vague. But once the action picks up, the pace never lets up. The second half is brutal, soul-crushing, and thrilling all at once.
For a debut novel, Lone Player shows huge promise. It blends Orwell’s 1984 with The Hunger Games. The prologue delivers a bitter taste of fear and violence that climaxes later in the novel. The ending leaves you on a cliffhanger, yet satisfies enough plot threads to feel complete.
My favorite character? Milo—Eddie’s younger brother. He’s a bookish genius obsessed with banned “Yesterday” relics. He builds a typewriter from scraps and risks everything to save his sister. His courage and love stole my heart.
I eagerly await the sequel. Lone Player kept me hooked until the last page, and it will leave you questioning what survival really means—even when hope fades.
GENRE
- DYSTOPIAN
- POST-APOCALYPTIC
- SCIENCE FICTION
- ENEMIES-TO-LOVERS
TRIGGER WARNINGS
- Parent death
- Animal death
- Graphic violence

