Steampunk

How to Write Steampunk With Substance

Kia Orion | | 5 min read

Before China Miéville wrote fiction, he wrote a PhD dissertation on Marxism and international law. He studied at the London School of Economics and Harvard. He ran for parliament on the Socialist Alliance ticket. He was, by every measure, a political theorist first and a novelist second.

Then he published Perdido Street Station in 2000 and built New Crobuzon, a city that runs on steam and thaumaturgy, where the infrastructure itself is an argument about who has power and who doesn't. The novel didn't borrow steampunk's visual language to tell a political story. The technology was the politics. Every boiler, every construct, every arcane engine existed because someone with capital needed it to exist and someone without capital got burned building it.

What's easy to miss, if you only read the novel, is that Miéville didn't arrive at this through worldbuilding exercises or genre conventions. He arrived at it through theory. Years of reading about how systems produce and distribute power, and then he asked himself what that would look like if the systems ran on steam. I'm not sure any other steampunk writer has come at the genre from quite that direction, and I think it's why the city feels so structurally solid. It wasn't designed. It was argued into existence.

The technology tells you who has power and who doesn't

Most steampunk novels describe their technology. The good ones interrogate it. There's a difference between a brass automaton that looks interesting on a page and a brass automaton that exists because a factory owner figured out it was cheaper than paying a human being. The first one is set dressing. The second one is a story.

Miéville understood this because he'd spent years thinking about how real economies work. In New Crobuzon, the Construct Council is a pile of discarded machines that have become sentient through sheer accumulation, a kind of consciousness emerging from industrial waste. That's not just a cool image. It's an argument about what happens when you throw away enough of something: it starts thinking for itself. The throwaway gains agency.

If you're building a steampunk world, the question worth asking isn't what does this machine do. It's who paid for it, who operates it, and what happens to the person who can't afford one. The answers to those three questions will generate more plot than any amount of brass filigree.

Constrained settings force the most inventive worldbuilding

Josiah Bancroft's Senlin Ascends takes place almost entirely inside a tower. The Tower of Babel, to be specific, reimagined as a massive structure where each level is a different society with different customs, different technologies, and different rules for how people get in and out. Senlin, a schoolteacher on his honeymoon, gets separated from his wife and has to climb.

The constraint is what makes it brilliant. Because Bancroft can't sprawl outward into continents and kingdoms, he has to drill down. Each ringdom (his word for a level) is a complete world in miniature: its own economy, its own architecture, its own version of steam-era technology adapted to a specific purpose. One level is a theater that never stops performing. Another is a spa that drugs its visitors into complacency. The steampunk elements aren't uniform. They shift with every floor, shaped by whoever controls that particular slice of the tower.

This is a useful principle for any steampunk writer, even if you're working on a much larger canvas. Limit the space. Give the technology a reason to vary from place to place. A city where every district uses the same machines is a city that hasn't been thought through yet, because real technology is always local, always adapted, always a little different depending on who needed it and what they could afford.

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Steampunk doesn't have to be Western

Shelley Parker-Chan's She Who Became the Sun isn't marketed as steampunk. It's an alternative history set in fourteenth-century China, during the fall of the Mongol Yuan dynasty. But the method underneath it is something every steampunk writer should study: take a real historical moment, change one key variable, and follow the consequences honestly.

Parker-Chan's divergence is personal rather than technological. A peasant girl takes her dead brother's identity and his fate, and that single substitution ripples outward through an empire. The mechanics are the same ones steampunk uses. An alternative history built on a specific point of departure. The difference is that the departure doesn't involve a steam engine.

This matters because steampunk has spent most of its life in Victorian London and its immediate surroundings. There's nothing wrong with London, but the genre's core premise (what if industrial technology had developed differently) is not geographically limited. The Ottoman Empire had sophisticated clockwork. Song Dynasty China had movable type and blast furnaces centuries before Europe. The Mughal Empire had engineering traditions that could have gone in a thousand different directions. I suspect the steampunk novels that will matter most in the next decade are the ones that start somewhere other than Paddington Station.

The genre peaked aesthetically. The writing hasn't caught up.

Steampunk as a visual culture is mature. The fashion is refined. The art is gorgeous. The cosplay community has produced work that belongs in museums. But the fiction side of the genre, the actual novels and stories, is still younger than it looks. The number of steampunk books that use the setting as more than wallpaper is surprisingly small.

That's an opportunity, not a problem. The best steampunk writing is probably still ahead of us. The writers who will produce it are the ones who treat the gears and the goggles the way Miéville treated them: as arguments, not accessories. Who build towers like Bancroft and histories like Parker-Chan. Who remember that the steam in steampunk was never clean, never simple, and never belonged to everyone equally.


I think about this when I sit down to write in the morning. Not steampunk specifically, but the broader question: am I building something that works beneath the surface, or am I decorating. It's an uncomfortable question and I don't always like the answer.

The steampunk worlds worth building are the ones where the gears connect to something human. That attention starts before you open the draft.

The steampunk worlds worth building are the ones where the gears connect to something human. That attention starts before you open the draft.

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K

Kia Orion

Author of The Writer's Daily Practice, the #1 Bestselling book in Journal Writing and Writing Skills. He writes a free daily reflection for writers.

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