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![Tomorrow, and Tomorrow, and Tomorrow: A novel by [Gabrielle Zevin]](https://m.media-amazon.com/images/I/61FBHn1CxBL._SY346_.jpg)
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"Delightful and absorbing." —The New York Times • "Utterly brilliant." —John Green
One of the Best Books of the Year: The New York Times, Entertainment Weekly, TIME, GoodReads, Oprah Daily
From the best-selling author of The Storied Life of A. J. Fikry: On a bitter-cold day, in the December of his junior year at Harvard, Sam Masur exits a subway car and sees, amid the hordes of people waiting on the platform, Sadie Green. He calls her name. For a moment, she pretends she hasn’t heard him, but then, she turns, and a game begins: a legendary collaboration that will launch them to stardom.
These friends, intimates since childhood, borrow money, beg favors, and, before even graduating college, they have created their first blockbuster, Ichigo. Overnight, the world is theirs. Not even twenty-five years old, Sam and Sadie are brilliant, successful, and rich, but these qualities won’t protect them from their own creative ambitions or the betrayals of their hearts.
Spanning thirty years, from Cambridge, Massachusetts, to Venice Beach, California, and lands in between and far beyond, Gabrielle Zevin’s Tomorrow, and Tomorrow, and Tomorrow examines the multifarious nature of identity, disability, failure, the redemptive possibilities in play, and above all, our need to connect: to be loved and to love.
- LanguageEnglish
- PublisherViking
- Publication dateJuly 5 2022
- File size4209 KB
From the Publisher




Product description
Excerpt. © Reprinted by permission. All rights reserved.
Before Mazer invented himself as Mazer, he was Samson Mazer, and before he was Samson Mazer, he was Samson Masur—a change of two letters that transformed him from a nice, ostensibly Jewish boy to a Professional Builder of Worlds—and for most of his youth, he was Sam, S.A.M. on the hall of fame of his grandfather’s Donkey Kong machine, but mainly Sam.
On a late December afternoon, in the waning twentieth century, Sam exited a subway car and found the artery to the escalator clogged by an inert mass of people, who were gaping at a station advertisement. Sam was late. He had a meeting with his academic adviser that he had been postponing for over a month, but that everyone agreed absolutely needed to happen before winter break. Sam didn’t care for crowds—being in them, or whatever foolishness they tended to enjoy en masse. But this crowd would not be avoided. He would have to force his way through it if he were to be delivered to the aboveground world.
Sam wore an elephantine navy wool peacoat that he had inherited from his roommate, Marx, who had bought it freshman year from the Army Navy Surplus Store in town. Marx had left it moldering in its plastic shopping bag just short of an entire semester before Sam asked if he might borrow it. That winter had been unrelenting, and it was an April nor’easter (April! What madness, these Massachusetts winters!) that finally wore Sam’s pride down enough to ask Marx for the forgotten coat. Sam pretended that he liked the style of it, and Marx said that Sam might as well take it, which is what Sam knew he would say. Like most things purchased from the Army Navy Surplus Store, the coat emanated mold, dust, and the perspiration of dead boys, and Sam tried not to speculate why the garment had been surplussed. But the coat was far warmer than the windbreaker he had brought from California his freshman year. He also believed that the large coat worked to conceal his size. The coat, its ridiculous scale, only made him look smaller and more childlike.
That is to say, Sam Masur at age twenty-one did not have a build for pushing and shoving and so, as much as possible, he weaved through the crowd, feeling somewhat like the doomed amphibian from the video game Frogger. He found himself uttering a series of “excuse mes” that he did not mean. A truly magnificent thing about the way the brain was coded, Sam thought, was that it could say “Excuse me” while meaning “Screw you.” Unless they were unreliable or clearly established as lunatics or scoundrels, characters in novels, movies, and games were meant to be taken at face value—the totality of what they did or what they said. But people—the ordinary, the decent and basically honest—couldn’t get through the day without that one indispensable bit of programming that allowed you to say one thing and mean, feel, even do, another.
“Can’t you go around?” a man in a black and green macramé hat yelled at Sam.
“Excuse me,” Sam said.
“Dammit, I almost had it,” a woman with a baby in a sling muttered as Sam passed in front of her.
“Excuse me,” Sam said.
Occasionally, someone would hastily leave, creating gaps in the crowd. The gaps should have been opportunities of escape for Sam, but somehow, they immediately filled with new humans, hungry for diversion.
He was nearly to the subway’s escalator when he turned back to see what the crowd had been looking at. Sam could imagine reporting the congestion in the train station, and Marx saying, “Weren’t you even curious what it was? There’s a world of people and things, if you can manage to stop being a misanthrope for a second.” Sam didn’t like Marx thinking of him as a misanthrope, even if he was one, and so, he turned. That was when he espied his old comrade, Sadie Green.
It wasn’t as if he hadn’t seen her at all in the intervening years. They had been habitués of science fairs, academic games, college recruitment events, competitions (oratory, robotics, creative writing, programming), banquets for top students. Because whether you went to a mediocre public high school in the east (Sam), or a fancy private school in the west (Sadie), the Los Angeles smart-kid circuit was the same. They would exchange glances across a room of nerds—sometimes, she’d even smile at him, as if to corroborate their détente—and then she would be swept up in the vulturine circle of attractive, smart kids that always surrounded her. Boys and girls like himself, but wealthier, whiter, and with better glasses and teeth. And he did not want to be one more ugly, nerdy person hovering around Sadie Green. Sometimes, he would make a villain of her and imagine ways that she had slighted him: that time she had turned away from him; that time she had avoided his eyes. But she hadn’t done those things—it would have been almost better if she had.
He had known that she had gone to MIT and had wondered if he might run into her when he got into Harvard. For two and half years, he had done nothing to force such an occasion. Neither had she.
But there she was: Sadie Green, in the flesh. And to see her almost made him want to cry. It was as if she were a mathematical proof that had eluded him for many years, but all at once, with fresh, well-rested eyes, the proof had a completely obvious solution. There’s Sadie, he thought. Yes.
He was about to call her name, but then he didn’t. He felt overwhelmed by how much time had passed since he and Sadie had last been alone together. How could a person still be as young as he objectively knew himself to be and have had so much time pass? And why was it suddenly so easy to forget that he despised her? Time, Sam thought, was a mystery. But with a second’s reflection, he thought better of such sentiment. Time was mathematically explicable; it was the heart—the part of the brain represented by the heart—that was the mystery.
Sadie finished staring at whatever the crowd was staring at, and now she was walking toward the inbound Red Line train.
Sam called her name, “SADIE!” In addition to the rumble of the incoming train, the station was roaring with the usual humanity. A teenage girl played Penguin Cafe Orchestra on a cello for tips. A man with a clipboard asked passersby if they could spare a moment for Muslim refugees in Srebrenica. Adjacent to Sadie was a stand selling six-dollar fruit shakes. The blender had begun to whir, diffusing the scent of citrus and strawberries through the musty, subterranean air, just as Sam had first called her name. “Sadie Green!” he called out again. Still she didn’t hear him. He quickened his pace, as much as he could. When he walked quickly, he counterintuitively felt like a person in a three-legged race.
“Sadie! SADIE!” He felt foolish. “SADIE MIRANDA GREEN! YOU HAVE DIED OF DYSENTERY!”
Finally, she turned. She scanned the crowd slowly and when she spotted Sam, the smile spread over her face like a time-lapse video he had once seen in a high school physics class of a rose in bloom. It was beautiful, Sam thought, and perhaps, he worried, a tad ersatz. She walked over to him, still smiling—one dimple on her right cheek, an almost imperceptibly wider gap between the two middle teeth on the top—and he thought that the crowd seemed to part for her, in a way that the world never moved for him.
“It’s my sister who died of dysentery, Sam Masur,” Sadie said. “I died of exhaustion, following a snakebite.”
“And of not wanting to shoot the bison,” Sam said.
“It’s wasteful. All that meat just rots.”
Sadie threw her arms around him. “Sam Masur! I kept hoping I’d run into you.”
“I’m in the directory,” Sam said.
“Well, maybe I hoped it would be organic,” Sadie said. “And now it is.”
“What brings you to Harvard Square?” Sam asked.
“Why, the Magic Eye, of course,” she said playfully. She gestured in front of her, toward the advertisement. For the first time, Sam registered the 60-by-40-inch poster that had transformed commuters into a zombie horde.
SEE THE WORLD IN A WHOLE NEW WAY.
THIS CHRISTMAS, THE GIFT EVERYONE WANTS IS THE MAGIC EYE.
The imagery on the poster was a psychedelic pattern in Christmas tones of emerald, ruby, and gold. If you stared at the pattern long enough, your brain would trick itself into seeing a hidden 3D image. It was called an autostereogram, and it was easy to make one if you were a modestly skilled programmer. This? Sam thought. The things people find amusing. He groaned.
“You disapprove?” Sadie said.
“This can be found in any dorm common room on campus.”
“Not this particular one, Sam. This one’s unique to—”
“Every train station in Boston.”
“Maybe the U.S.?” Sadie laughed. “So, Sam, don’t you want to see the world with magic eyes?”
“I’m always seeing the world with magic eyes,” he said. “I’m exploding with childish wonder.”
Sadie pointed toward a boy of about six: “Look how happy he is! He’s got it now! Well done!”
“Have you seen it?” Sam asked.
“I didn’t see it yet,” Sadie admitted. “And now, I really do have to catch this next train, or I’ll be late for class.”
“Surely, you have another five minutes so that you can see the world with magic eyes,” Sam said.
“Maybe next time.”
“Come on, Sadie. There’ll always be another class. How many times can you look at something and know that everyone around you is seeing the same thing or at the very least that their brains and eyes are responding to the same phenomenon? How much proof do you ever have that we’re all in the same world?”
Sadie smiled ruefully and punched Sam lightly on the shoulder. “That was about the most Sam thing you could have said.”
“Sam I am.”
She sighed as she heard the rumble of her train leaving the station. “If I fail Advanced Topics in Computer Graphics, it’s your fault. She repositioned herself so that she was looking at the poster again. “You do it with me, Sam.”
“Yes, ma’am.” Sam squared his shoulders, and he stared straight ahead. He had not stood this near to Sadie in years.
Directions on the poster said to relax one’s eyes and to concentrate on a single point until a secret image emerged. If that didn’t work, they suggested coming closer to the poster and then slowly backing up, but there wasn’t room for that in the train station. In any case, Sam didn’t care what the secret image was. He could guess that it was a Christmas tree, an angel, a star, though probably not a Star of David, something seasonal, trite, and broadly appealing, something meant to sell more Magic Eye products. Autostereograms had never worked for Sam. He theorized it was something to do with his glasses. The glasses, which corrected a significant myopia, wouldn’t let his eyes relax enough for his brain to perceive the illusion. And so, after a respectable amount of time (fifteen seconds), Sam stopped trying to see the secret image and studied Sadie instead.
Her hair was shorter and more fashionable, he guessed, but it was the same mahogany waves that she’d always had. The light freckling on her nose was the same, and her skin was still olive, though she was much paler than when they were kids in California, and her lips were chapped. Her eyes were the same brown, with golden flecks. Anna, his mother, had had similar eyes, and she’d told Sam that coloration like this was called heterochromia. At the time, he had thought it sounded like a disease, something for his mother to potentially die from. Beneath Sadie’s eyes were barely perceptible crescents, but then, she’d had these as a kid too. Still, he felt she seemed tired. Sam looked at Sadie, and he thought, This is what time travel is. It’s looking at a person, and seeing them in the present and the past, concurrently. And that mode of transport only worked with those one had known a significant time.
“I saw it!” she said. Her eyes were bright, and she wore an expression he remembered from when she was eleven.
Sam quickly turned his gaze back to the poster.
“Did you see it?” she asked.
“Yes,” he said. “I saw it.”
Sadie looked at him. “What did you see?”
“It,” Sam said. “It was amazingly great. Terribly festive.”
“Did you actually see it?” Sadie’s lips were twitching upward. Those heterochromic eyes looked at him with mirth.
“Yes, but I don’t want to spoil it for anyone else who hasn’t.” He gestured toward the horde.
“Okay, Sam,” Sadie said. “That’s thoughtful of you.”
He knew she knew that he hadn’t seen it. He smiled at her, and she smiled at him.
“Isn’t it strange?” Sadie said. “I feel like I never stopped seeing you. I feel like we come down to this T station to stare at this poster every day.”
“We grok,” Sam said.
“We do grok. And I take back what I said before. That is the Sammest thing you could have said.”
“Sammest I Ammest. You’re—” As he was speaking, the blender began to whir again.
“What?” she said.
“You’re in the wrong square,” he repeated.
“What’s the ‘wrong square’?”
“You’re in Harvard Square, when you should be in Central Square or Kendall Square. I think I heard you’d gone to MIT.”
“My boyfriend lives around here,” Sadie said, in a way that indicated she had no more she wished to say on that subject. “I wonder why they’re called squares. They’re not really squares, are they?” Another inbound train was approaching. “That’s my train. Again.”
“That’s how trains work,” Sam said.
“It’s true. There’s a train, and a train, and a train.”
“In which case, the only proper thing for us to do right now is have coffee,” Sam said. “Or whatever you drink, if coffee’s too much of a cliché for you. Chai tea. Matcha. Snapple. Champagne. There’s a world with infinite beverage possibilities, right over our heads, you know? All we have to do is ride that escalator and it’s ours for the partaking.”
“I wish I could, but I have to get to class. I’ve done maybe half the reading. The only thing I have going for me is my punctuality and attendance.”
“I doubt that,” Sam said. Sadie was one of the most brilliant people he knew.
She gave Sam another quick hug. “Good running into you.” --This text refers to the hardcover edition.
About the Author
Review
*Amazon's BEST BOOK OF 2022*
*Goodreads Choice 2022 Fiction Award*
*TIME Magazine's #1 Fiction Book of 2022*
*Book of the Month’s 2022 BOOK OF THE YEAR*
*Shortlisted for the 2023 WINGATE LITERARY PRIZE*
One of:
Indigo's 100 Best Books of 2022
Time's 100 Must-Read Books of 2022
Harper Bazaar’s “Best, Buzziest New Books of 2022”
The Globe and Mail’s “Best books of 2022”
The New York Times’s “100 Notable Books of 2022”
Glamour’s “40 Best Books of 2022”
The Atlantic’s “The Books We Read Too Late—And That You Should Read Now”
Book Riot’s “Best Books We Read July-September 2022”
Hello Giggles’s “6 Perfect Books to Read If You Want to Escape Reality Right Now”
The Cut’s “16 Best Gift Ideas Under $50 That Aren’t Boring”
Goodreads’s “Best fiction novel 2022”
Oprah Daily’s “Favorite Books of the Year [2022]”
Slate’s “10 Best Books of 2022”
BuzzFeed’s “25 Books From 2022 You’ll Love”
The Hollywood Reporter’s “Best Books of 2022”
Lit Hub’s “Top 2022 Reads”
Electric Literature’s “Favorite Novels of 2022”
The Seattle Times’ “Best Books of 2022”
Buzzfeed’s “The Absolute Best Books I Devoured This Past Year”
Buzzfeed News’ “What I Read And Watch To Feel A Meager Shred Of Hope”
Book Riot’s “Best Books of 2022, According to Reddit”
“I recently read this book and loved it — it’s the story of a friendship that waxes and wanes and evolves over the years, the kind that seldom gets depicted in fiction. Plus, it’s a love letter to video games, the stories they tell and the way we use art to try to make meaning in our lives.”
—Celeste Ng, internationally bestselling author of Little Fires Everywhere
“My #1 book to recommend. . . .Tomorrow and Tomorrow and Tomorrow [is] incredible, like The Amazing Adventures of Kavalier and Clay by Michael Chabon meets The Interestings by Meg Wolitzer. It’s about love and friendship and video games.”
—Emma Straub, New York Times bestselling author of The Vacationers
“Tomorrow and Tomorrow and Tomorrow is the sort of book that comes around once in a decade—a magnificent feat of storytelling. It is a book about the intersection between love and friendship, work and vocation, and the impossible and relentless pull of our own west-bound destinies. Gabrielle Zevin is one of our greatest living novelists, and Tomorrow just may be her magnum opus. Remarkable.”
—Rebecca Serle, bestselling author of One Italian Summer
“A beautifully wrought saga of human connection and the creative process, of love and all of its complicated levels. A gem of a novel, intimate yet sweeping, modern yet timeless. Bits of this book lingered in my head the way ghosts of Tetris pieces continue to fall in your mind’s eye after playing.”
—Erin Morgenstern, bestselling author of The Starless Sea
“Is there such a thing as the Great American Gamer Novel? Because if not, I believe Gabrielle Zevin just invented it. She has crafted a brilliant story about life’s most challenging puzzles: friendship, family, love, loss. By turns funny, poignant, wistful, and occasionally devastating, this book absolutely owned me—in the very best way.”
—Nathan Hill, author of The Nix
“Gabrielle Zevin has written an exquisite love letter to life with all its rose gardens and minefields. With wisdom and vulnerability, she explores the very nature of human connection. This novel, and its unforgettable characters, know no boundaries. To read this book is to laugh, to mourn, to learn, and to grow.”
—Tayari Jones, author of An American Marriage
“You get so invested so fast in Sadie and Sam that this story about the fragility of creativity and love becomes a page-turner you just can’t put down. . . . Riveting.”
—Michael Connelly, bestselling author
"Delightful and absorbing. . . . Expansive and entertaining. . . . Literary Gamers will cherish the world she’s lovingly conjured [and] everyone else will wonder what took them so long to recognize in video games the beauty and drama and pain of human creation."
—The New York Times
"A tour de force. . . . A moving demonstration of the blended power of fiction and gaming. . . . [Zevin has written a novel that draws any curious reader into the pioneering days of a vast entertainment industry too often scorned by bookworms. And with the depth and sensitivity of a fine fiction writer, she argues for the abiding appeal of the flickering screen."
—The Washington Post
"Utterly absorbing . . . . [For] Sam and Sadie—and their third best friend, Marx Watanabe—games are a means of connection. Unlike a book, a game isn’t complete until someone else plays it. Over the course of 30 years, Sam, Sadie, and Marx hand each other games, their hearts’ blood. “Understand me,” they tell each other in not so many words. “Play with me. Love me.” . . . What is friendship but time spent together? And what are hobbies but love? . . . Maybe we’d all be better off if we had more ways to say to one another, “Hey, I’d like to spend a lot of time with you.”
—Wired
"Engrossing. . . .Though it contains plenty of nostalgia for the pioneer age of 1990s game design, this isn’t primarily a novel of nerdy insider references. . . . Videogames happen to be the medium by which [Zevin's characters] best express themselves and share in each other’s life."
—The Wall Street Journal
“[A] remarkably absorbing portrait of friendship, identity, and the urge to create something beautiful, whether it be on the page or in pixels. . . . [Zevin] clearly knows her way around an RPG, but it's the analog intimacy of Tomorrow's wise, sensitive storytelling that stays.”
—Entertainment Weekly
“Woven throughout [Tomorrow, and Tomorrow, and Tomorrow] are meditations on originality, appropriation, the similarities between video games and other forms of art, the liberating possibilities of inhabiting a virtual world, and the ways in which platonic love can be deeper and more rewarding—especially in the context of a creative partnership—than romance.”
—The New Yorker
“This is a boy meets girl story that is never a romance – though it is romantic. . . . An artfully balanced novel – charming but never saccharine. The world Zevin has created is textured, expansive and, just like those built by her characters, playful.”
—The Guardian (UK)
"Two friends, who are often in love, but never lovers, must contend with the fame, joy and tragedy that comes with success. . . . This love story . . . is anything but predictable."
—E! News
“[An] extraordinary coming-of-age/love story/social novel. . . . The story follows terrific characters from youth into their adult lives as founders of a successful gaming company. Even if you couldn’t care less about video games, Zevin’s signature narrative charms will still keep you riveted.”
—Newsday
"Enthralling. . . . A sweeping narrative about a male-female relationship that's not romantic, but, rather, grounded on shared passions and fierce arguments. . . . Above all, Zevin's novel explores the thrills and frustration of creative work. . . . A big, beautifully written novel about an underexplored topic, that succeeds in being both serious art and immersive entertainment."
—NPR
“[Tomorrow, and Tomorrow, and Tomorrow] is an engrossing meditation on creativity and love and perhaps the first novel to wrestle with the culture and meaning of this often-misunderstood medium. [It’s] an optimistic treatise on video games as a legitimate creative endeavour. . . .”
—The Guardian
"Big-hearted, generous, intelligent, and open to the complexities of life.”
—Independent (Ireland)
“[Zevin] returns with an exhilarating epic of friendship, grief, and computer game development. . . . [She] layers the narrative with her characters’ wrenching emotional wounds as their relationships wax and wane. . . . Even more impressive are the visionary and transgressive games. . . . This is a one-of-a-kind achievement.”
—Publishers Weekly (starred review)
“[R]iveting. . . . Zevin has written the book she was born to write, a love letter to every aspect of gaming. . . . [Her] delight in her characters, their qualities, and their projects sprinkles a layer of fairy dust over the whole enterprise. Sure to enchant even those who have never played a video game in their lives, with instant cult status for those who have.”
—Kirkus Reviews (starred review)
“[Tomorrow, Tomorrow, Tomorrow] brilliantly translates the saturation culture of online gaming for audiences who have never spent a minute with an online game.”
—The Washington Post
“[A] brilliant tale of identity, human connection, and yes, love in all of its myriad of forms.”
—PopSugar
"Zevin creates beautifully flawed characters often caught between the real and gaming worlds, which are cleverly juxtaposed to highlight their similarities and differences. Both readers of love stories and gamers will enjoy. Highly recommended."
—Library Journal
"It’s impossible to predict how, exactly, you’ll fall in love with Gabrielle Zevin’s novel Tomorrow, and Tomorrow, and Tomorrow, but it’s an eventuality you can’t escape. . . . Her artistic, inclusive world is filled with characters so genuine and endearing that you may start caring for them as if they were real. Above all, her development of Sam and Sadie’s relationship is pure wizardry; it’s deep and complex, transcending anything we might call a love story. Whether you care about video games or not is beside the point. Tomorrow, and Tomorrow, and Tomorrow is the novel you’ve been waiting to read."
—BookPage
"I’ve never played a video game in my life, and I was sucked into this book like it was Halo and I was a socially awkward tween in 2001. Really, this isn’t just a book for people who understand life through the pixels, but for people who understand life through stories."
—Glamour
“[A]n evocative, heart-wrenching, passionate novel about creation and storytelling, collaboration and friendship, failure and grief, and a coming-of-age tale about two best friends. . . . [B]eautifully told and unforgettable.”
—Buzzfeed
“[A] beautifully-written novel that explores the highs and lows of life through the eyes of two unforgettable characters.”
—The Nerd Daily
“Tomorrow, and Tomorrow, and Tomorrow examines the nature of identity, art and redemption through the intense relationship between Sam and Sadie, lapsed childhood friends who reconnect and go on to become superstar video game creators.”
—Refinery29
“[An] enthralling and adventurous novel.”
—Daily Hive
“[T]here are depths, complexities, and eccentricities that make Tomorrow, and Tomorrow, and Tomorrow a particularly memorable and compelling kind of love story. . . . Gabrielle Zevin makes the youthful, online zeitgeist feel accessible. Gaming runs deep through the book, contextualising the themes of possibility and hope. But it’s the nuanced depiction of human connection over 30 years that will have you blinking back tears behind your sunglasses.”
—Culture Whisper
“This is a modern love story that explores intimacy in digital storytelling when two childhood friends reunite as adults and become successful video game developers.”
—Parade
“[A] memorable. . . . funny, unpredictable story of love and video games.”
—The Philadelphia Inquirer
“Bold and shape-changing. . . . [A] devastating beauty. . . . [and] emotional wallop of a tale.”
—Paste Magazine
“Zevin brilliantly explores the fragility of love and friendship, identity and disability.”
—San Francisco Bay Times
“Straddling Shakespeare and gaming together in a novel about the redemptive possibilities of friendship through tragedy seems a mix hard to keep up with, but it’s one Gabrielle Zevin has managed to present as a perfectly realistic depiction of contemporary American life…. It is the imaginary world of a game, a world Zevin describes with the addict’s ardour, which forms a universe even the sturdiest parent or antediluvian book-lover will be enticed into.”
—Big Issue
“Zevin’s latest is a stunning. . . there is a sense of wonder in these pages as Zevin shows how important video games can be in our lives. . . . She pens what felt to me (as a disabled person myself) a compassionate but authentic look at the lived experience of disability. All done with the warmth of a Meg Wolitzer novel. . . . Tomorrow, and Tomorrow, and Tomorrow ensures us that there is good in the world and that our childhood sense of wonder is still there.”
—The Free Lance-Star
“Despite having an engrossing plot, [Tomorrow, and Tomorrow, and Tomorrow] reminds you that plot is never really the point of a great novel, and this is a great novel. Zevin has the ability to make you care about her creations within paragraphs of meeting them.”
—Financial Times
“Gabrielle Zevin’s novel Tomorrow, and Tomorrow, and Tomorrow refreshed my love for games in a way I didn’t know I needed. The book is buoyant despite the illness and pain that speckles its characters’ lives. . . . This book, with its respect for craft—the craft of love and games, or loving games—will remind you of how abundant one life is, how lucky we are to keep each other in our memories forever.”
—Kotaku
“Gabrielle Zevin has written a modern, definitive story about work, love, and friends for whom you’d do and risk everything.”
—Harper’s Bazaar
“Tomorrow, and Tomorrow, and Tomorrow will sneak up on you unsuspectedly. . . . [It’s] a smart, engaging coming-of-age story of love, friendships, ambition, mixed race, disability, personal growth and the intricacies of the video game world.”
—BookTrib
“I read it in a day and a half, and felt bereft afterward. How could I possibly move on to any other book? In short, it’s about friendship, love, trauma, and video games. As soon as I finished it, all I wanted to do was either immediately reread it or . . . play some really great video games.”
—Lenika Cruzfor The Atlantic
“[Gabrielle Zevin’s] focus on exploring intriguing identities, profound questions surrounding health and chance, and an idiosyncratic writing process have made her a standout voice in the contemporary literary world. [E]mbracing one’s inherent identity is especially apparent in . . . Tomorrow, and Tomorrow, and Tomorrow.”
—The Harvard Crimson
“Tomorrow, and Tomorrow, and Tomorrow is an irresistibly fresh-faced and unpretentious novel about the glories and agonies of being young, creative, and determined to make a mark on the world.”
—Slate
--This text refers to the hardcover edition.
Product details
- ASIN : B09JBCHHDP
- Publisher : Viking (July 5 2022)
- Language : English
- File size : 4209 KB
- Text-to-Speech : Enabled
- Screen Reader : Supported
- Enhanced typesetting : Enabled
- X-Ray : Not Enabled
- Word Wise : Enabled
- Sticky notes : On Kindle Scribe
- Print length : 418 pages
- Page numbers source ISBN : 1784744646
- Best Sellers Rank: #273 in Kindle Store (See Top 100 in Kindle Store)
- Customer Reviews:
About the author

GABRIELLE ZEVIN is a New York Times best-selling novelist whose books have been translated into forty languages.
Tomorrow, and Tomorrow, and Tomorrow was published by Knopf in July of 2022 and was an instant New York Times Best Seller, a Sunday Times Best Seller, a USA Today Best Seller, a #1 National Indie Best Seller, and a selection of the Tonight Show’s Fallon Book Club. Maureen Corrigan of NPR’s Fresh Air called it, “a big beautifully written novel…that succeeds in being both serious art and immersive entertainment.” Following a twenty-five-bidder auction, the feature film rights to Tomorrow, and Tomorrow, and Tomorrow were acquired by Temple Hill and Paramount Studios. She is currently writing the screenplay.
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matched. A finely crafted story. I’d recommend this book to anyone who wants a good summer read.
Gabrielle does not shy away from getting political in this novel - a novel about pretty much about everything other than politics. The book highlights games as an escape tool from reality many times, but then the Author shoves reality in your face - a cut scene that you cannot “skip”. Gender-neutral theming and pushy LGBTQ+ gripes really ruined this for me. It’s easy to attack this review by saying I’m against that agenda, but you’d likely be wrong (as perhaps I am about the Authors’ takes). To me, regardless of my personal views, the theme is pushy and irrelevant to the main objective of the book. It serves no additional purposes and is seemingly there to maintain “relevance” with a younger demographic than anything else. To me, the author harbours some distaste towards the harsh critics of the LGBTQ community and they have certainly used their voice (and text) to suggest this here. However, I think what separates good writers from great writers is being able to leave these ideologies behind when telling a story. They are separate worlds and should be treated as such. I wanted to read a story about love, games (of which I’m a massive fan), troubling relationships, sorrows, successes and life lessons. I did not want to be forced into an agenda that had no purpose in the pursuit to tell the tale of the themes mentioned above.
you want to push on and continue reading
I’ve never played an online game and never coded. I’m 80 years old and I totally enjoyed this book.
Top reviews from other countries

It's very well written. The main characters are flawed which I liked although sometimes I didn't like them. At all.
I laughed, I shed a tear.
Bit whimsical in parts.
But what I had of wish I'd known before I dug in, is - the main characters are gamers. So lots of tech talk. Lots of game explanations and dialogue about games. Even the lives of the characters and their experiences or feelings are at times, explained through the lens of a game.
I'm not a gamer. I get the 'using games to explain life experiences and the, if only we could wipe a level out and start again' trope - sure. 'Or respawn.' Wouldn't that be great. And yes, some games are unwinnable.
But the general tech parts of games to me I found a bit trying to read.
Maybe not for generation X.
But I you're a gamer - and love a tale of friendship over the decades - this book is for you!

This is essentially a romance - but a complex, modern, neuro-atypical romance between friends and colleagues, which feels incredibly realistic and relatable.
Zevin carefully builds up her characters and world, following them from their late teens, gradually revealing their formative years and letting the audience begin to understand what makes them tick.
The setting is perfect for me to relate to, being around geeky popular culture and software development, and this definitely helped draw me in. I did find however that the book to me some time to get through - there’s a lot to take in emotionally, and I don’t feel that lends itself to consuming large portions in short timeframes.
Really good, and I’ll definitely be looking out for more opportunities to explore Zevin’s works.


This is my first encounter with this intelligent and original author. The characters are rich and interesting and the story has twists and unexpected turns. I have already ordered another book written by her.
I highly recommend.

When I tell you this book had a hold on me! I honestly didn't want to do anything else except read this book, and I love that feeling. I felt so engrossed and connected to Sam and Sadie's story (plus Marx) and I just couldn't put this book down until I swallowed it all up.
This book is emotional and tense at times, and let me tell you, the characters can be utterly frustrating as well in how they act towards one another. There were times in the book I was so annoyed them (tbh mostly Sadie) and better communication would have been the key to a lot of problem solving.
While both Sadie and Sam had their flaws in this book, I have to say Sadie definitely annoyed me more with some of her reactions - Sam was going through a lot in this book due to a childhood injury, he lives with chronic pain and disability, and eventually has to amputate his foot. He has every right to be moody, and stay home while recovering from his foot being chopped off. What's not right is Sadie ignoring him, giving him the silent treatment because she thinks he did something for his own benefit years earlier (not to mention how was he suppose to know the ins and outs of a relationship that didn't turn bad until after this event, and it's someone she remained friends with anyway. It all made no sense and was so frustrating). Sam had his tantrums and emotional meltdowns and jealousy but he also always came back from them, and worked despite it all and he never really shut Sadie out the way she did him on multiple occasions.
My MVP of this book was 100% Marx - he is that type of goofy, handsome, perfect guy that couldn't possibly ever be real but I just loved the way he was the perfect glue that fit Sadie and Sam together, and how unconditionally he loved them both.
The pacing of the novel was really good though I do think maybe it felt a little bit rushed near the end, and time skips forward very quickly. We see very little of Sadie as a mother, and I think I would have liked to have more time with that and Sam bonding with the child, especially as Sadie was such a pioneer for women in tech, seeing her be a mother as well would have been good.
This book would have been a 5 stars for me but the last quarter of the book just didn't hook me as well as I wanted it to. I felt disappointed in the characters, and how the responded to the grief and trauma from the defining incident near the end of the book - I understand grief affects people in different ways and while we saw Sam, who had already been through so much, bounce back and get things up and running again, Sadie once again shut Sam out for really no reason at all, and decided to hate him - again, for no reason at all? Surely it goes against everything your lost loved one would want for you, if you shut out the person they loved the most, swill their company down the drain and give up on everything? Honestly, Sadie was so annoying.
I loved the video game element in here - and while I'm not a massive gamer, I would call myself a passive gamer maybe. I love games like The Sims, Disney Dreamlight Valley and Ori so some of the games Sam and Sadie created sounded right up my alley. I'd love to play Maplewood or even Pioneer! This made me want to game (which was also hard as I wanted to read so much, haha) and it also made me appreciate all the art, time and skill that goes into making games you kind of just take for granted.