Caleb Hale doesn't believe in God. He believes in evidence, in code, in the clean logic of systems that do what they're told. His father died praying for a miracle that never came, and Caleb has spent fourteen years since building a life with no room left for wishful thinking. Then his oldest friend - the one Christian who never stopped inviting him to church and never stopped being invited back to argue about it - hands him a review copy of a game nobody's supposed to have yet. Threshold: Judea. An impossibly ambitious historical epic, built, Simon swears, by a studio that barely exists. Caleb picks up the controller to prove it's just another game. He wakes up in the dust outside Capernaum with a headache, a body that bleeds when cut, and a Roman standard glinting on the hill above him. The interface is still there - objectives, waypoints, a synchronization meter he no longer trusts - but the people are not artificial intelligence, and the man everyone is starting to whisper about is not a scripted event. Caleb Hale came to prove there's no game left in the world he can't beat. He is about to learn he was never the player.
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