
"A routine raid in a popular MMO video game takes a deadly turn" in Zero Instance, a new five-issue sci-fi horror comic book series from writers Frank Barbiere and Stephen Rhodes, where "the final boss escapes the screen and bleeds into the real world." With the first issue available digitally from Comixology Originals, I caught up with Barbiere and Rhodes to learn all about the making of their new comic book series:
Zero Instance sees an MMO come into the real world. What was the initial spark for this story? And can you talk about how your personal gaming experiences inspired this concept?
FRANK: I’ve played video games my entire life, and also work in the industry, so a gaming related story has always been kicking around in my head. I really am fascinated by the large amount of game related isekai stories in Japan (largely in manga and anime), and noted we don’t really have a lot in the west; when I started thinking about what sort of story we should tell, I was drawn to an MMO related portal fantasy. After talking with Stephen and finding our shared interest in games, the reasons people play, the rise of AI, and more, we found our way into Zero Instance.
STEPHEN: Like Frank I have been a lifelong gamer. I’ve always loved the storytelling potential of video games which is why I ultimately decided to pursue a career in game writing. Game development is constantly evolving and so exploring a narrative where that evolution has dangerous consequences was really exciting. The whole “technology gone wrong” story has been told in so many different ways over the years, so it was fun to take that premise and apply it to video games in a new way. Ultimately, this was the start of the concept that eventually became Zero Instance.
Can you share details on your collaborative process and mixing your gaming and comics backgrounds for this series?
FRANK: I enjoy collaborating, as the first step is talking through and breaking the story. When I met Stephen, I was immediately struck by how many similar interests we had, so the collaboration really grew out of those shared loves and our individual perspectives. We talked a lot about how we saw games represented in media and fiction, and what were priorities to us when writing a gaming influenced story.
STEPHEN: I am a huge fan of collaboration and have always admired and respected Frank’s work, so when he got in touch and we started working together, I quickly realized that we both approach writing and storytelling in a similar way. We spent a lot of time outlining and developing the three perspectives of the story: our player, our developer, and our game character. We drew from our mutual video game development experiences for authenticity even though the setting of the book is a somewhat near future, we still wanted it to feel like it could be believable tech, kind of how I think a lot of the Black Mirror episodes do.
This story is part sci-fi, part fantasy, part horror. Can you talk about your approach to mixing genres in fun and unexpected ways?
FRANK: When approaching this genre, especially given a lot of the manga and anime influence and contemporaries, I wanted to try to add in a more thriller vs. fantasy genre hook. When we decided the book would be a bit more grounded and not be a straight “portal fantasy,” it made sense to start looking at a bit of horror as the idea of a game crossing over with real life has a very intense, horrific appeal. I think in 2026, with so many stories, genre mixing is a fun way to keep your story feeling unique.
STEPHEN: Mixing genres is always a lot of fun, but it can be tricky to find the right balance between them all. With Zero Instance, we have a very distinct split between the real world and the game world the players adventure in. For me this helped us compartmentalize the times we could let one particular genre shine over the others. The real world stuff carries the most sci-fi elements and then the game world is where we get to play with the most fantastical elements. Braxir I feel is where the horror gets injected. His journey and the things he’s doing create a sense of tension and fear that tempers the other genres in a way that lends the book a really fun pace.
What can you share with our readers about Braxir? Why should the characters of your series (and our readers) fear him?
FRANK: Braxir is a tough as nails raid boss engineered to be dastardly and cunning, and through unexpected events, his code is changing beyond even what the developers planned. We were fascinated by the idea of a character who was made to die over and over gaining sentience, and with that kind of survival drive, we think it makes him extremely dangerous and compelling.
STEPHEN: Braxir is the ultimate video game boss encounter. He was designed to be a challenge even for the best players, always presenting a threat no matter how many times you’ve faced him. However, that adaptability comes at a price. His code evolves and with that evolution comes a level of awareness the developers didn’t think was possible. He realizes he doesn’t like his place in the world and decides he needs a change of scenery. I think people should fear his ruthlessness and his obsession with achieving his goals.
Can you talk about your work with Vic Malhotra and Eoin Marron to bring this story to life?
FRANK: I’ve wanted to collaborate with both Vic and Eoin for a while, so getting them both on the book was a joy. Vic came on first and did a lot of development with us, and his creativity and design work were instrumental into making the world. Eoin is an amazing storyteller (and comes on on issue 3) and I think was able to really bring great character acting and similar more real-world “alt future” sci-fi design in as well. The whole team (along with colorist Lauren Affe) have really created a beautiful looking book and we couldn’t be more proud.
STEPHEN: I have loved working with Vic and Eoin, they’re both incredible artists and great collaborators. Vic came on very early and was instrumental in defining the visual identity of the book, especially the characters like Braxir. Eoin joined us for issue three, four, and five. I was super impressed how seamlessly he recreated Vic’s style while also adding his own personal flair to the pages. The entire art team has been incredible to work with honestly and I couldn’t be happier with how the book looks.
Can you give our readers a tease of the terrors that await them in Zero Instance?
FRANK: Zero Instance will explore how far people (and machines) will go to survive. The joy of horror and thriller to me is the feeling of not knowing what will happen next, and we’re excited for readers to be surprised by our twists and turns as the story continues.
STEPHEN: Zero Instance is about people looking out for each other while exploring our relationship with technology and the ways we engage with entertainment. The first issue has a pretty wild ending that really kicks things off and things just escalate from there as the threat becomes more real and the stakes keep climbing. I can’t wait for people to read it!
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Read a preview of the first issue below! Headed to San Diego Comic-Con? Join Frank Barbiere and other special guests for Comixology: For the Fear of Comics. I'll be hosting the panel Saturday July 25, 2026 6:00pm - 7:00pm PDT. Learn more at: https://comiccon2026.sched.com/event/2Qc2p/comixology-for-the-fear-of-comics
"Zero Instance is an MMO (massively multiplayer online) video game story mixing elements of stories like Sword Art Online, Lock & Key, Westworld, and Death Note with elements of slasher horror and fantasy creating a thrilling mystery with action, magic and murder.
A routine raid in a popular MMO video game takes a deadly turn in Zero Instance, an exciting new five-issue sci-fi horror thriller comic book series from acclaimed storyteller and video game writer Frank Barbiere (Astonishing Times) and award-winning game writer and comics newcomer Stephen Rhodes, making his creator-owned debut with the series. Featuring art by Vic Malhotra issues #1-2 and Eoin Marron issues #3-5, colors by Lauren Affe, letters by Taylor Esposito and covers by Vic Malhotra, Zero Instance starts with a bang as the final boss escapes the screen and bleeds into the real world.
The world of Anderon is an MMO fantasy playground where users of all kinds come to quest, have fun . . . and kill. For years, the small town wizard Merlyn has suffered at the hands of countless players ravaging his village, killing his family and ultimately defeating him. But after many cycles, things are about to change.
Rhys, a directionless college grad thought logging into his favorite MMO was just another raid with his friends, but they are shocked to find their boss fight glitching. When Chris—his best friend—doesn’t log out, Rhys is forced to confront a terrifying truth: the lines between game and reality are vanishing. As an experimental AI known as Braxir begins to manipulate smart systems, twist human behavior, and build a base of operations in the real world, Rhys must decide if he’s ready to lead when the game is over—and the stakes are real.
With Zero Instance, co-writers Frank Barbiere and Stephen Rhodes cull from their love of gaming and their first-hand knowledge working in the gaming industry. "
ZERO INSTANCE #1