HAL JAY GREENE

The Denver-based author writes novels that read like a Shakespearean comedy of errors, but with more robots.

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THE LINEUP

Blending high-stakes drama with sharp wit, Visitors Media publishes graphic novels in which every twist feels like destiny and every laugh hides a lurking shadow.

MILDRED WOULD BE NICE

MILDRED WOULD BE NICE

In the middle of a long road trip, a hungry young couple comes across the most bizarre roadside diner they’ve ever seen. Starving and delirious, they eagerly step inside where they find what appears to be a ‘fridge holding freshly laid eggs.

With no one around to take their order, they scramble them up and feast on the most delicious food they’ve ever eaten. Minutes later, an alien couple returns to check on their offspring—only to find the “refrigerator” empty and traces of cooked yolk smeared across their visitors’ mouths.

What will happen when the young couple realizes they’ve just scarfed down their hosts’ species’ only hope for the survival?
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THE PLAY’S THE T.H.N.G.

THE PLAY’S THE T.H.N.G.

When a virtual reality book fair visits their home planet, four young friends are invited to step inside the world of Camelot. Eager to wield swords, meet Merlin, and maybe even pull Excalibur from the stone, the kids enter the sim expecting a curated experience. But when a malfunction sends them hurtling across the galaxy, the kids must rely on their knowledge of literature to survive.

As they unravel the mystery of the machine, they discover that someone—or something—is trying to trap them in an alternate reality forever. To escape, they’ll need more than just courage and swordplay—they must rewrite the story itself before they become permanent residents of a nightmare that was never meant to exist.
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WARRIOR

WARRIOR

When a space-hardened freighter pilot and her young droid companion take on an unlikely passenger—a tiny, battered robot with a penchant for tall tales—they dismiss its claim of being the commander of a race of “great warriors” as nothing more than delusions of grandeur.

But when a terrifying, bio-engineered horror starts hunting them, they begin to wonder if the bot’s outlandish claims might hold a germ of truth.

Could this tiny being really hold the key to unimaginable treasure? Or is it simply a relic of the Old Empire with a hyperactive imagination?

HER FIRST TIME

HER FIRST TIME

When two young vigilantes time travel back to the Elizabethan era seeking vengeance for a brutal murder, things do not go as planned.

Armed with energy weapons and protected by invincible shields, the pair quickly discovers the past holds far more dangers than they ever imagined.

What begins as an amusing caprice soon turns deadly as time itself warps and twists in response to their presence.

Because ancient paths may hold hidden perils, and history does not take kindly to careless interference.

Now, the travelers must mend the rupture caused by their meddling, or risk being trapped in a fractured timeline, doomed to wander its endless horizons forever.
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THE LOST COLONY

THE LOST COLONY

Lost Colony is a graphic novel about four kids who join an archaeological dig on a remote planet, expecting to partake in an thrilling mashup of Tomb Raider and Indiana Jones.

But as they explore crumbling ruins, they uncover a terrifying truth: the director, a notorious weapons industrialist, isn’t interested in history. Instead, he is hunting for a long-lost weapon, capable of unleashing destruction across the galaxy.

With time running out and no one to trust, the kids must outthink and outmaneuver a ruthless foe, navigate treacherous terrain, and unlock the secrets of the lost colony before history’s darkest weapon falls into the wrong hands.

BACKUP

BACKUP

Backup follows the extraordinary journey of a freighter pilot and her robot companion as they ferry cargo across the galaxy.

When the pilot dies in a tragic accident, she awakens centuries later after being resurrected by a mysterious future civilization. Once restored, she discovers that her genetically-replicated self is missing some of the emotional memories that defined her, and must reconcile the gap between who she was then and who she now is now.

This thought-provoking tale explores themes of identity, memory, and the essence of humanity in an era where technology can revive the soul—but maybe not the bonds that created it.
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ARE WE THERE YET?

ARE WE THERE YET?

Are We There Yet? follows four young racers as they compete in a grueling cross-country foot race that challenges their endurance and survival skills.

Forced to take a detour through an inter-dimensional portal, the kids are transported to a bizarre, alien dimension where they stumble upon a downed spacecraft and its stranded pilot, who warns them of a terrifying creature known as a “Berserker,” a bio-engineered monstrosity driven by pure homicidal rage.

As they struggle to find a way back through the wormhole before it closes, they must also grapple with the moral dilemma of abandoning the pilot to save themselves.
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KEEP YOUR EYE ON THE GOALIE

KEEP YOUR EYE ON THE GOALIE

Harrison likes to amuse himself by tormenting the local AI, especially the placid recycling droids—always clumping around on their stumpy little legs, pestering everyone to recycle—they’re practically begging for abuse.

But when “the Goalie,” a device that grants sentience, accidentally upgrades them, Harrison’s world is turned upside down.

Now, every machine on New Brooklyn is out to get him, even the soap dispensers!

Can Harrison convince these newly sentient—and seriously pissed off—beings he can follow the rules?

As the droids like to say, “Recycling is important!”
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REMOTE CONTROL

REMOTE CONTROL

Remote Control is a fast-paced graphic novel that follows four ambitious kids competing in their school’s annual science fair—only to accidentally thwart an impending alien invasion.

As they fine-tune their high-tech projects—ranging from a powerful communicator to a combat simulator—the kids unknowingly interfere with the control systems of a hidden extraterrestrial strike force preparing to launch an attack on their home planet.

What starts as a battle for first place in a school competition quickly escalates into a desperate struggle for survival as the children realize their inventions are the only means of disrupting the alien fleet’s technology.
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CATS VS. DOGS

CATS VS. DOGS

In Cats vs. Dogs, players take on the roles of mischievous kitties and playful puppies in a race to complete their missions first!

The kitties are on a mission to catch all the sneaky mice scampering across the board, while the puppies are determined to dig up all the bones buried in the yard.

Who will win—the stealthy, whiskered hunters or the energetic, tail-wagging diggers?

Perfect for kids (and silly adults!), Cats vs. Dogs is a fast-paced, giggle-filled adventure where strategy, luck, and a little bit of mischief decide the winner!

COMIC COMIX

COMIC COMIX

Comic Comix is the first installment in a series of graphic novels dedicated to collecting, celebrating, and immortalizing the most bizarre, surreal, and unbelievable experiences from the world of performance. From unlikely venues filled with indifferent audiences to onstage disasters and brushes with the void, these stories capture the unpredictable reality of life on the road.

Through a professionally illustrated anthology and multimedia showcase, this project creates a groundbreaking archive of the wildest road stories ever recorded.

By preserving these moments, Comic Comix aims to highlight the absurdity, brilliance, and resilience that define the performer’s journey—offering a new cultural touchstone in creative storytelling.

ACROSS SPACE

ACROSS SPACE

Across Space is an abstract tabletop game that blends the strategy of Chess with the large-scale conquest of Risk. Set in the Across Space universe, players go head-to-head, vying for dominance across an ever-shifting battlefield, on a game board that evolves throughout play.

In this other-worldly war game combat is resolved by strategy and stochastics, forcing players to both out-think and out-luck their opponents.

The game’s shifting territories and asymmetrical unit abilities demand constant adaptation, making each session a test of both long-term planning and on-the-fly tactical mastery.

FREE TRADER

FREE TRADER

In Free Trader, players must band together, venturing across vast cities, tiny villages, towering mountains, dense rainforests, and barren deserts in search of fortune, adventure, and survival.

Along the way they will encounter friendly groups and determined foes, each presenting a choice: fight for survival or trade for essentials.

Combining cooperative gameplay, deep strategy, an evolving world, and a smidgeon of good luck, Free Trader is a thrilling game of risk, reward, and unforgettable adventure.

THAT CAN'T BE GOOD

THAT CAN’T BE GOOD

Get ready for a night of debacles, fiascos, calamities, and disasters!

That Can’t Be Good is a hilarious party game in which players compete to see who can best recover be from incredibly embarrassing or cringey situations. Whether it’s the notorious “Reply All” error, strolling through an elegant soirée sporting a toilet paper tail, horrific wardrobe malfunction, or venting gas at the worst possible time, each player must think fast and come up with the smoothest, funniest, or most convincing way to salvage their dignity.

And may the zaniest contestant win!

SCIENCE FICTION LAND

SCIENCE FICTION LAND

Based on a true story, Science Fiction Land is a high-stakes tabletop strategy and deception game where players take on the roles of CIA operatives, American diplomats, and Iranian security forces, during the 1979 hostage crisis.

Victory is achieved when either the Americans successfully board their flight out of Iran or the Iranian authorities expose their ruse before they can escape.

The game combines elements of social deduction, bluffing, and decision-making, as players forge documents, gather intelligence, and navigate an increasingly tense and suspicious environment, adapting to evolving threats and navigating the razor’s edge between deception and discovery.

WOLFGANG AND SHEBA

WOLFGANG AND SHEBA

In this charming and whimsical tale, “Sheba,” a cat with a wild imagination, convinces a puppy named “Wolfgang” that the world beyond their quiet backyard is full of wonders.

The pair set off on a grand expedition, but as the day wears on, Wolfgang begins to notice that not everything is as magical as Sheba claims.

But he doesn’t mind—because every adventure is better with a friend! A heartwarming tale of friendship, imagination, and the magic found in everyday life, Wolfgang and Sheba is a delightful read for kids and animal lovers alike.