CAMERON R'S
COMIC SERIES
A hitman for what lives behind your eyes. Holl crawls into infected minds and kills what feeds there.
02 · THE WORLD
Neural connection started twenty years ago as a craze. Controversy followed, then regulation. Now it’s the norm.
03 · CRAWLING
A crawl lets one mind enter another. The crawler moves through memory, sensation, and built mental space as if it were real.
04 · MINDMESH MARKETPLACE
The Mindmesh is a marketplace for the mind. Celebrities sell lived moments. Skill becomes rentable: languages, surgery, flight school. And crawling sells as healing — therapists enter trauma, doctors map addiction, couples pay to feel each other more deeply.
05 · IDENTITY
People design how they appear inside the Mindmesh. Avatars become status, armor, and disguise.
06 · DARK MARKET
If people can enter minds, people can steal them. The black market sells stolen memories, forbidden experiences, and private extractions. Secrets get pulled. Loyalties get planted. A person can be rewritten.
07 · THREATS
Entities are born from trauma, stress, and addiction — the mind’s damage, taking shape. Some believe they’re only mental manifestations. Others believe they’re real. Either way, they’re classified by type.
08 · FAILURE STATE
The mind-tech isn’t perfect. A neural cascade happens when a mind is overloaded. Identity breaks. Memory loops. Entities spread until nothing is left.
09 · THE GOVERNMENT
Mental & Neural Defense.
The MND polices neural crime, quarantines cascade events, and hunts illegal crawlers.
10 · THE LAW
Every cascade event must be reported to the MND. Once a mind cascades, it’s ruled beyond saving — outside the law’s reach. The MND walks away from the case.
11 · MIND CRAWLER
Holl was MND once — a licensed crawler with a badge and a future. Then a child’s mind cascaded. It was too far gone, and cascade law deemed it too risky for crawlers to enter. Holl went in anyway. He saved the kid. He came out carrying something that followed him home. The MND burned his license. The passenger stayed.
12 · OFF-BOOK
After the MND, Holl turned to illegal crawling on the street. He built a reputation fast: the crawls nobody else survives, the minds nobody else can free. There are many illegal crawlers. The impossible jobs go to one.
13 · AVATAR
Inside the mind, Holl becomes the MIDKNIGHT REAPER: black armor, a living blade, and one job.
14 · THE DAMAGE
Crawling damages the mind. Every descent leaves residue. Entities cling to the crawler on the way back out, and overuse pushes the brain toward collapse.
15 · HOLL'S SECRET
No one knows how Holl has crawled this long unaffected. Most crawlers cascade around 500 crawls. Holl is almost at 900. The secret: an Apex-class entity called Moth lives in his mind. Only one person knows she’s there.
16 · THE PILL
Phage quiets Moth and dulls the nightmares. It buys Holl sleep and focus for a while. It never lasts.
17 · VIKTOR RHONE
Viktor Rhone is a trillionaire with a war record. Ex-CAV command: Cognitive Assault Vector, the military’s mind-war division. He learned to weaponize minds before he owned the network. He collects art, companies, and people, and he is charming right up until the paperwork lands. Every offer he makes has three outcomes. All of them favor him.
18 · SHION TESHIMA
Shion Teshima invented the crawl and built the first navigable Mindmesh. Years ago he vanished without a trace. The company kept his name. Rhone kept everything else.
19 · NEURAL EMPIRE
Teshima-Rhone runs the network now: neural ports, memory vaults, avatar shells, and the Mindmesh that carries it all. Rhone turned the invention into infrastructure, and the infrastructure into leverage.
20 · DR. SABLE VERACLYNE
Sable was one of Rhone’s rising stars in the company. She helped build the Mindmesh’s hidden architecture. Then she found Rhone’s control system buried underneath.
21 · RHONE’S PLAN
Shepherd is a behavior-shaping software developed by Teshima-Rhone. It can push mood, trust, obedience, and fear across connected minds.
22 · THE ROOT KEY
Shepherd is built and waiting. It cannot run without the Root Key. Sable designed the lock herself: one key, no copies, no override.
23 · THE GUIDE
Nix is one of the best Mindmesh guides alive. She interviews clients, learns their trauma, and maps out the plan before anyone jacks in. When a crawler’s in trouble, her voice is what gets them out.
24 · THE HISTORY
Holl and Nix used to be together — the crawler and his guide. Then Moth followed him home, and Holl was never the same. Nix left him. Until she walked back into his life with a job offer.
25 · HER PRESSURE
On her own, Nix ran underground jobs with her brother, a junior crawler. On one job he ran into something in the dark, and it left him in a neural cascade. Rhone was the only one who could keep him alive. The price was Nix: her work, her silence, her loyalty. And somewhere along the way, it stopped being just business.
26 · THE DEALER
Rio owns the club where illegal crawlers trade secrets. He sells Phage, hears the street before anyone else, and hates what the drug is doing to Holl.
27 · RHONE’S OFFER
Crawl Sable’s mind. Bring back what she is hiding. In return, Rhone offers Holl ten million credits — and the cure for neural cascade.
28 · SABLE’S MOVE
Sable hid the Root Key inside her own mind and locked it behind a powerful Apex entity. The key is the only way into Shepherd. Beyond the Apex, her mind-note waits.
29 · RHONE’S BET
Rhone can’t use the MND. He tried hiring other crawlers — they all died. Only Holl can get past the Apex guarding the Root Key.
30 · THE TURN
Holl gets the Root Key. Then Sable’s message plays from inside her own mind: "Rhone is building mass compliance. Do not let him obtain the Root Key."
31 · VOLUME ONE
The first run sets up our characters and our world. Sable steals the Root Key and hides it in her own mind. Rhone hires Holl to get it back, dangling the cure. Holl takes the job — then finds out what the key really opens.
32 · THE BREAK
After learning about Shepherd, Holl takes the key, breaks the contract with Rhone, and runs — leaving the last two injections behind. It’s the first job he’s ever put ahead of his own survival.
33 · NIX'S DECISION
Nix is still in love with Holl. Rhone sees it coming. He warns her: follow Holl, and she makes an enemy of him. Nix apologizes — and follows Holl anyway.
34 · THE WARNING
After he recovered from neural cascade, Nix’s brother unplugged and decided to live a normal life outside the Mindmesh. Nix calls him and tells him to lay low for a while. He tells her not to worry. He’s off the grid. Nobody can find him.
35 · THE HUNT
Rhone sends his own kill team: ex-CAV, his old unit. They search for Holl and Nix everywhere, from the streets to the Mindmesh.
36 · ENDGAME
Holl has the Root Key, and running means being hunted forever. So he decides to end it: destroy Shepherd’s source code. It lives inside a self-contained Mindmesh at Teshima-Rhone HQ — a nightmare guarded by Apex monsters. Nix sneaks them in. Holl enters. It’s the only way to stop Rhone.
37 · THE FINALE
Nix guides him gate by gate, monster by monster. Holl cuts down the Apex guards and burns Shepherd’s source code out at the root. He barely makes it out. Afterward, Nix discovers her brother is dead. Rhone’s men found him, even off the grid — retaliation for Nix leaving him.
38 · ROUND ONE
Shepherd is ash and the Root Key opens nothing. Nix’s brother is dead. She blames herself, and revenge is clouding her judgment. They both know the war with Rhone is just starting — and the MND is calling in reinforcements after learning Holl is the MIDKNIGHT REAPER. No doubt the work of Rhone.
39 · AFTER VOLUME ONE
Later volumes bring rival crawlers, deadlier MND factions, black-market cults, Apex kingdoms, and the intelligence behind the Mindmesh.
40 · THE FRANCHISE
MNDCRAWLR is built as a saga. Every mind is a new world. The story never runs out of places to go. The same engine powers spinoffs — the MND, rival crawlers, Apex horror. Elements that translate straight to film, TV, and games.