"Vonn the Engineer has invented the airplane in a magical world, using his secret knowledge from Earth.
He's just crash-landed next to a living, unholy dungeon with a prisoner to save. And when he returns, there's real work to do.
So far, Vonn has used the arcane rules of the 'System' to earn spells and other powers. There's no dark overlord to slay, so he and his friends are free to build. This kingdom's technology is just starting to take off, partly thanks to airships and tools powered by the physics of magic crystals. It's time to fly farther, get richer, make discoveries, and get noticed by the powerful...which is not always a great idea. The biggest change Vonn and company set in motion might not be a machine at all.
The Rising World Company is book two of the Rising World series, an isekai LitRPG that features slice-of-life adventure, some fighting, the invention of the telephone game, and zero harems."
"Tom wished for a meaningful job with the chance to make things. Someone listened.
Judged by a masked demigod, Tom gets sent to another world with magic, game-like rules, and massive opportunity for a clever inventor. He's been handed a new identity and adopted by a loving family. As a young man with otherworldly knowledge, he tries to recreate technology from humble beginnings.
There are spells to learn, too, and he wants to treat his sister and parents right. His river homeland seems idyllic, but there are problems brewing with abused peasants, the necromancy business, and the management of living dungeons.
To go from ambitious engineer to true hero, Tom needs to craft weapons, explore, and start a revolution. The industrial kind...probably.
Rising World is part of the LitRPG genre, combining fantasy with game elements."
"The future's getting better; the Game is here to help!
In 2036, college-bound Paul gets pushed into playing a video game called Thousand Tales. Its playful AI gamemaster, Ludo, wants a few favors from him and from his ambitious friend Linda. The reward? Immortality.
Ludo starts selling 'uploading', a process that puts a human mind permanently into the game world. In there you can shapeshift, fight monsters, cast spells, even fall in love. The 'hero discount' Paul and Linda earn is tempting, but ends up separating them. One friend is left to play Thousand Tales on an ordinary video screen, while the other wakes up in its fantasy realm as one of the first full-time residents.
Ludo's new recruit tries to turn Thousand Tales into a society that lets uploaded humans, AIs, and ordinary gamers work and play together. Meanwhile, there's plenty to do in the real world: live on an ocean colony, train cyborg raccoons, and start a new space program.
Can Paul and Linda work together between the real and virtual worlds, to make sure no one vision of the future ruins the others?
'Virtual Horizon' is an upbeat novel of the future frontier. It's part of the 'LitRPG' or 'GameLit' subgenre combining science fiction with the world of gaming."
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