Steampunk

Steampunk. Build the machine, then break it.

A daily writing practice for steampunk writers building worlds where the technology matters as much as the people it serves. Craft drawn from Miéville, Carriger, Priest, Westerfeld, and Reeve.

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What this genre demands

Five things steampunk forces you to get right

The technology has to cost someone something.

Steam power isn't clean. It runs on coal, which means miners, which means lungs full of soot, which means a working class that pays for the gears the wealthy admire from a distance. China Miéville's Perdido Street Station builds New Crobuzon around this reality: the city's miraculous technology is inseparable from the labor exploitation that produces it. If your steampunk world has beautiful machines and no one is suffering to build them, you haven't finished the worldbuilding.

The Victorian era wasn't charming for most people.

Top hats and tea parties existed alongside child labor, colonial violence, and poverty that would be criminal by modern standards. Gail Carriger handles this in the Parasol Protectorate series through comedy and social satire, using supernatural elements as a lens for the era's class and gender absurdities. The writers who treat the Victorian period as purely aesthetic miss the tension that makes the setting interesting in the first place.

The divergence point shapes everything.

Every steampunk world has a moment where history branched. In Scott Westerfeld's Leviathan, the divergence is biological: Darwin discovered DNA manipulation, splitting the world into nations that use living machines (Darwinists) versus steam-powered ones (Clankers). That single choice shapes the politics, the warfare, the culture, everything. The weakest steampunk worlds are the ones where the divergence is "what if the Victorians had cooler stuff" without following the implications.

Inventions need to fail.

Real technology is buggy, unreliable, and dangerous, especially in its early stages. Philip Reeve's Mortal Engines features mobile predator cities that consume smaller towns, and the technology is magnificent and constantly breaking. When your mad inventor protagonist builds a device that works perfectly on the first try, you've skipped the part of the story that generates the best tension.

The genre lives or dies on specificity.

Cherie Priest's Boneshaker is set in an alternate Seattle during the Civil War, with a toxic gas called Blight that has turned parts of the city into a walled-off zombie zone. The specificity of that premise, a real city, a real war, a plausible-feeling catastrophe, gives the steampunk elements something concrete to attach to. Generic steampunk (unnamed city, vague era, unanchored technology) reads like cosplay.

These observations are drawn from the worldbuilding choices of leading steampunk authors.

For a deeper look, start with how to write steampunk with substance.

On writing steampunk

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July 4th

A SERENDIPITOUS DETOUR

"I think it's much more interesting to live not knowing than to have answers which might be wrong."

- Richard Feynman

Feynman was a physicist, but this is a writer's problem too. We cling to outlines, to the plan, to the version of the story we decided on before we started writing it. And sometimes the best scene in the book is the one you didn't plan, the one that showed up because you followed a character into a room you hadn't mapped and found something there you didn't expect.

For steampunk writers, this matters more than usual. The genre tempts you to design everything in advance: the technology, the politics, the alternative history. But the worlds that feel alive are the ones where the writer left space for discovery. Where the inventor character builds something that surprises even you. Where the city has a neighborhood you didn't plan that turns out to be the most interesting part of the book.

Today's exercise: write a scene where your protagonist finds a piece of technology they don't recognize. Don't explain how it works. Let them guess, get it wrong, and figure it out by accident. The scene teaches itself.

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