Greatest Game of All

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1980s
A01=Andreas Roman
adult audience
adulthood
Arcade games
Arcade halls
Author_Andreas Roman
Battlefield
betrayal
breaks the fourth wall
brotherhood
Category=FBA
Category=FXB
Category=FXL
Category=FYT
childhood
coastal
coming of age
Commodore 64
Console gaming
depression
Det svenskea spelundret
Dice
dreams
EA
EA DICE
eighties
Electronic Arts
emotional drama
emotionally distant parents
English debut
eq_bestseller
eq_fiction
eq_isMigrated=1
eq_isMigrated=2
eq_modern-contemporary
eq_nobargain
estranged
Fiction novel
Fiction novel Sweden Swedish author English debut Nordic coming of age video games industry childhood friendship 1980s eighties adult audience new international writers multiple timelines loss of a friend grief flashbacks breaks the fourth wall small town
first love
flashbacks
forgiveness
forgiving yourself
found family
friendship
getting the gang back together
Golden age of video games
grief
growing up
happy ending
legacy
literary
loss of a friend
making amends
mental illness
multiple timelines
neighborhood crush
new international writers
Nintendo
Nordic
pariah
recluse
redemption
rock bottom
Scandinavian book
Scandinavian novel
Scandinavian story
Scandinavian writer
Skarhamn
small town
social outcast
suspense
Sweden
Swedish author
tear-jerker book
TTK Games
video games
video games industry
ZX Spectrum

Product details

  • ISBN 9781963511000
  • Dimensions: 133 x 210mm
  • Publication Date: 01 May 2025
  • Publisher: Catalyst Books
  • Publication City/Country: US
  • Product Form: Paperback
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Long after they’re gone, childhood friendships can define and destroy us—or be the one thing that saves us.

In a small Swedish coastal town in 1986, 12-year-old Elliot dreams of being a video game designer. When he meets Calvin, a stuttering outcast with a knack for drawing, the two make a pact to create the greatest game ever made. Together with neighborhood friends Lisa and Skye, they gather their ideas in a folder, but external influences pull at the strings of their tight knit group.

More than twenty years later, Elliot is a pariah, his status as a highly sought-after designer in the games industry squandered after he sabotages his own studio. But his biggest regret is his estrangement from Calvin—whose tragic passing means that any chance of repair is now gone. But when Elliot receives Calvin’s old folder with their unfinished project, the past unravels before him. He sets out to honor his late friend’s dying wish, gathering the studio back together to build the game of their dreams—while slowly picking up the pieces of his life.

Celebrated Swedish novelist Andreas Roman’s English language debut is a deeply affecting redemption story that explores why we hurt the people we love, and how to come back from it.

Andreas Roman grew up on the Swedish west coast. He spent his childhood figuring out how to skip school to work on stories for the video games he was creating. Today, he’s a novelist as well as a writer and producer for the app and video games industry, where he's participated in the development of global apps like Sleep Cycle and video game franchises such as Mirror's Edge, Battlefield, InVector, Terminator, and Leo's Fortune, which won an Apple Design award. Andreas lives in Gothenburg, Sweden, where he has published ten novels in his native Swedish to critical acclaim, selling over 100,000 copies, and with several translations into Danish, German, and Norwegian. 

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