Editing Needle’s Edge has taken longer than the time it took to draft the damned thing. Typical, I suppose, but demoralising all the same. Drafting is a rush; editing is a grind. In video game parlance, this is the endless dungeon crawl. Kill the same mob again and again, collect marginal XP, and hope that –eventually – you level up.
Recently, I wrestled with the narrative structure, which was starting to feel like Inception with a side order of Russian dolls. Flashbacks within flashbacks within flashbacks. I diagrammed it, mostly to convince myself I hadn’t lost the plot (see exhibit A, below).

Here’s the lay of the land—without spoilers, of course. The story begins [1] in medias res, with Sarah-slash-Stacey already entrenched in her daily grind. Then comes [2] the flashback, showing how she arrived there. Midway through, we plunge into [3] a deep flashback of her childhood, before [4] snapping back to the mid-flashback, then finally [5] rejoining the present-day storyline until [6] the bitter – or possibly bittersweet – end.
Naturally, I subvert as many tropes as I can, though no one can write a tropeless story any more than they can write one without words. (I’m sure some post-structuralist is trying right now, but God help their readers.)
The hardest part wasn’t constructing the labyrinth but finding my way out again – reengaging with the present-day thread after chapters of detour without resorting to that televisual clanger: “We now return to our regularly scheduled programming.”
Editing a book like this is less polishing and more archeology: chiselling away sediment, brushing off centuries of dust, desperately hoping not to snap the artefact in half. With luck, the grind pays off. If not, at least I’ll have a lovely flowchart to show for it.