Tomorrow, and Tomorrow, and Tomorrow
by Gabrielle Zevin
Summary
Sam Masur and Sadie Green meet as children in a Los Angeles hospital in the late 1980s, he recovering from the reconstructive foot surgeries that followed a car crash that killed his mother, she keeping her hospitalized older sister company, and the two bond for months over a shared Nintendo console before losing touch under circumstances neither fully explains until much later. They reconnect by accident in a Boston train station while both are in college, Sam at Harvard studying mathematics, Sadie at MIT studying computer science, and Sadie's brilliant, half finished student project becomes the seed of Ichigo, an adventure game about a lost child trying to find home that the two build together over a single winter break and that turns into a genuine cultural phenomenon once it ships. They found a studio, Unfair Games, with Sam's college roommate Marx Watanabe managing the business side neither designer wants to touch, and the book follows the three of them and the games they make together, Ichigo, then a virtual world called Mapleworld, across three decades of professional triumph and personal wreckage: Sadie's exploitative affair with an older mentor, a serious accident that leaves Sam in chronic pain for years, Sadie's own struggle with postpartum depression, and a mass shooting at Unfair's own offices, carried out by a man enraged that Mapleworld allows same sex marriage inside the game, that kills Marx and permanently fractures Sam and Sadie's partnership. The two spend years apart and mostly unspeaking, until Sam secretly builds Sadie an entire game of her own, in which he has spent months playing every character, including her in game spouse, to say what he could never say to her directly. Sadie eventually discovers what he has done, and the two reconcile, the novel closing as the two begin planning Unfair's next game together rather than on any single, tidy resolution.
Zevin treats game design as a serious creative discipline rather than a novelty backdrop, walking through the mechanics, the arguments and the all night crunches of actually building something with real craft, and she uses a game's built in promise of another life, another try, another save file, to mirror how badly her two central characters want a second chance at their own friendship. It reads warmly and moves quickly across a genuinely long span of time, and its refusal to turn Sam and Sadie's bond into a conventional romance is deliberate and, for many readers, the book's most memorable choice; readers who want the two to simply fall in love will keep waiting for a scene the novel never gives them.
Historical Context & Significance
Alfred A Knopf published Tomorrow, and Tomorrow, and Tomorrow on July 5, 2022. It won the 2022 Goodreads Choice Award for Fiction, chosen by public vote, and was named to the New York Times' own list of the 100 Best Books of the twenty first century in 2024, but it collected no major juried literary prize. Reviewers were largely enthusiastic. Kirkus's starred review predicted it would "enchant even those who have never played a video game," and NPR's Maureen Corrigan praised its "big, beautifully written" account of a friendship the novel refuses to romanticize; the Washington Post's Ron Charles singled out its moral complexity. In March 2023 the game designer Brenda Romero said the novel's fictional game Solution drew too closely on her own board game Train without credit; Knopf responded that the book is fiction inspired by many sources, and Zevin has said in interviews that Train was one point of inspiration among several.
The novel became a genuine popular phenomenon on its own terms, ranking as the most borrowed adult title in New York City's public libraries in 2024 and selected as Multnomah County's Everybody Reads book that same year. Paramount Pictures and Temple Hill bought film rights in 2021, and a film with Sian Heder directing and Daisy Edgar Jones as Sadie has been in development since.