Peruse at your leisure.
SCARY STORIES FOR YOUNG FOXES
(OUT JULY 2019)
“SCARY STORIES FOR YOUNG FOXES is a weird, creepy, and thoroughly entertaining romp for readers of all ages! Highly recommended!” --Jonathan Maberry, New York Times best-selling author of ROT & RUIN and MARS ONE
"I spent the afternoon, sitting at my desk NOT working on my book and shedding tears over these precious foxes. It reads effortless, and there's a sense of purity and love. [Heidicker has] written the next Watership Bloody Down." --Jessica Day George, New York Times-bestselling author of Tuesdays at the Castle and Dragonslippers
The haunted season has arrived in the Antler Wood.
No fox kit is safe.
When Mia and Uly are separated from their litters, they stumble into a dangerous world full of monsters. In order to find a den to call home, they must venture through field, swamp, and forest, facing unspeakable things that dwell in the darkness: a zombie who hungers for their flesh, a witch who tries to steal their skins, a ghost who hunts them through the snow, and other things too scary to mention here.
Featuring eight interconnected stories and sixteen hauntingly beautiful illustrations, Scary Stories for Young Foxes contains all the adventure and thrills you'll love to listen to beside a campfire or when the moon is bright.
Fans of Neil Gaiman, Jonathan Auxier, and R. L. Stine have found their next favorite book.
ATTACK OF THE 50-FOOT WALLFLOWER
"This high-concept meta-narrative works on multiple levels, from its good-natured ribbing of common tropes (like “the gay girl always dies”) to its commentary on female agency, but more importantly, it’s frightfully fun." -Booklist (starred review)
"50s B-movie just right…a satisfying mix of mild adolescent angst and creature feature comedy." -Bulletin for the Center of Children's Books (starred review)
“Phoebe is a plucky, snarky heroine, and her fantastic adventure will entertain teens…A fluffy romp with heart and action.” -Kirkus Reviews
“Entertaining, sardonic, and covers themes of teenage confidence, independence, friendship, and justice.” -School Library Journal
"This book is wild, weird, hilarious, heartfelt, imaginative, and inventive. The spirit of Kurt Vonnegut is alive and well in its pages." -Jeff Zentner (award-winning author of The Serpent King)
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Phoebe Darrow is a lightning rod for monsters.
She and her mom are forced to flee flesh-eating plants, blobs from outer space, and radioactive ants. They survive thanks to Phoebe’s dad—an invisible titan, whose giant eyes warn them where the next monster attack will take place.
All Phoebe wants is to stop running from motel to motel and start living a monster-free life in New York or Paris. But when her mom mysteriously vanishes, Phoebe is left to fend for herself in small-town Pennybrooke.
That's when Phoebe starts to transform . . .
Christian McKay Heidicker returns with a book unlike any other, challenging perceived notions of beauty, identity, and what it means to be a monster.
"A plugged-in young adult comedy about the pain of unplugging . . . perfect for teen gamers and readers who are fans of Jesse Andrews and John Green." -School Library Journal
"Heidicker’s debut crackles with twitchy energy . . . a fun, absurdist romp through gaming culture, populated by zany characters and a quest narrative worthy of its own game." -Booklist
". . . where the novel really shines is in Jaxon's interactions—as a white, upper-middle-class boy—with campmates who are diverse in terms of both ethnicity and sexuality, and who challenge some of his preexisting assumptions. In confronting Jaxon's privilege and complicated family history, the book eschews easy answers for a more authentic ending that promises that the work of self-improvement is ongoing and difficult." -Publisher's Weekly
"[CURE] avoids the typical game-blaming and recognizes excessive time online as the symptom, not the cause, of these kids’ problems . . . Gamer readers will flock to this novel and fall in love with its insider jokes, game-allusions, and snarky attitude. They’re also likely to identify with Jaxon’s frustrations, root for him to win, and appreciate seeing him learn a (very) little something in the end." -The Bulletin of Center of Children's Books
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Sixteen-year-old Jaxon is being committed to video game rehab . . .
ten minutes after he met a girl. A living, breathing girl named Serena, who not only laughed at his jokes but actually kinda sorta
seemed excited when she agreed to go out with him.
Jaxon's first date. Ever.
In rehab, he can't blast his way through galaxies to reach her. He can't slash through armies to kiss her sweet lips. Instead, he has just four days to earn one million points by learning real-life skills. And he'll do whatever it takes—lie, cheat, steal, even learn how to cross-stitch—in order to make it to his date.
If all else fails, Jaxon will have to bare his soul to the other teens in treatment, confront his mother's absence, and maybe admit that it's more than video games that stand in the way of a real connection.
Prepare to be cured.
"Cure for the Common Universe" by Christian McKay Heidicker follows high-school senior Miles Prower, who suffers from a severe case of arrested development. After his mom shipped him off to live with his dad five years ago, Miles detached from real life. All of his free time is spent playing video games. His only friends are the members of his guild, guys he has never met in person. On one fateful day, as he's out washing his stepmom's car, he meets a girl, a girl who actually seems interested in going on a date with him. Could this be the moment that things start to shift for Miles? Answer: no. Because when he gets home, two very large men are waiting there to take him to video game rehab.
"Christian's novel examines themes that I've been interested in throughout my career. From my first acquisition (Carter Finally Gets It by Brent Crawford) to the upcoming The Death and Life of Zebulon Finch, a lot of the books I've edited explore the growing pains boys experience as they figure out what kind of man they want to be. Miles's understanding of manhood comes from the games he plays--the characters in them are not great role models. So Miles has a lot of growing to do.
"Christian's agent, the great John Cusick, expertly summarized in his pitch letter some of the other issues that the author tackles: Cure for the Common Universe "isn’t about video games, nor is it just a 'guy wants to get laid' story. Christian manages to bring real depth to Miles’s desire for connection, tapping into that universal need to be known, adored, and maybe become better *for* another person. Perhaps most compelling is the way [the novel] takes up gender issues. Miles must learn that the women in his life aren’t achievements or princesses to be rescued. In a culture that too often positions sex— and girls more precisely— as something to be won, [Cure for the Common Universe] offers important insights for young readers of any gender."