DOORZERO
One day a door appears in your school library, numbered 0. Behind it is a round room full of doors, and behind each of those is a game that nobody ever finished. They're falling apart. The only thing that can hold a world together is an ending, and you're the one who has to find it.






turn to 2How it works

You choose
Every section ends with a choice, and each choice tells you which numbered section to turn to. Nobody reads it front to back.
Three hearts
Risky choices cost a heart. Lose all three and you get Wiped back to the Hub, unhurt and a bit embarrassed, to try another door.
☐ 1 secret
The Hunter's Log
Each book has over 20 endings and one secret one. Tick them off at the back. Some take a few tries to find.
turn to 3Six doors
Each book is a different world: a block-building game, a dinosaur park, a space station, a mystery, a haunted house and, last of all, the sky above the Hub. You can read them in any order.
turn to 4Codewords travel
Every book hides a secret ending, and the secret ending gives you a codeword. Write it in your Hunter's Log. In the next book, that codeword opens a door you couldn't open otherwise.
Collect all five and the last book has an ending nobody else will see.
Write your codewords here
turn to 5Who's who

Your guide. Once the helper in a game that never shipped. Sarcastic, loyal, secretly worried. Do not call it little guy.

Keeper of the Hub and the great Hunter's Log. Wears a coat stitched from old game manuals. Knows more than they say.

Leader of the Wipe Crew. Never raises his voice. Thinks forgetting is kinder than crumbling, and you'll have to change his mind.
turn to 6Be first through the next door
For parents, carers and teachers. We'll send one email when a book comes out, and nothing else. Privacy.