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Cyberpunk derivatives, variously also called literary punk genres, science fiction punk ( sci-fi-punk), punk fiction, or punk-punk, are a collection of and in speculative fiction, , , , and thereof, with the suffix -punk, collectively derived from the science fiction subgenre . In correspondence with cyberpunk, they are centered around visual , but, rather than necessarily sharing the digitally and mechanically focused setting of cyberpunk, these derivatives can display other qualities that are drawn from or analogous to cyberpunk. The basic idea is a focus on , usually a world built on one particular technology, where punk genres are really defined by taking the technology of a given time period, and stretching it to highly sophisticated, fantastical, or even anachronistic levels.

Akin to cyberpunk, transreal urbanism, or a particular approach to , have also been common, including elements of , , social alienation, societal collapse, and , etc, with the main characters often being marginalized members of society, which ties into the original meaning of the word , but more recently, however, themes have also become common.

, one of the most well-known of these subgenres, has been defined as a "kind of technological ;"

(2025). 9781405144582, Wiley-Blackwell.
others in this category sometimes also incorporate aspects of and historical fantasy. Scholars have written of the stylistic place of these subgenres in postmodern literature, as well as their ambiguous interaction with the historical perspective of .


Background
American author coined the term cyberpunk in his 1983 short story of that name, using it as a label for a generation of "" teenagers inspired by the perceptions inherent to the . The term was quickly appropriated as a label applied to the works of , , , , , , , , and others. Science fiction author , in defining , summarized the characteristics of cyberpunk:
Classic cyberpunk characters were marginalized, alienated loners who lived on the edge of society in generally dystopic futures where daily life was impacted by rapid technological change, an ubiquitous of computerized information, and invasive modification of the .

The cyberpunk style describes the and underground side of the digital society that developed from the last two decades of the 20th century. The cyberpunk world is , that is, it is the of utopian visions, very frequent in science fiction produced in the mid-twentieth century, typified by the world of , although incorporating some of these . It is sometimes generically defined as "cyberpunk-fantasy" or "cyberfantasy" a work of a genre that concerns the internet or . Among the best known exponents are commonly indicated , for his highly innovative and distinctive stories and novels from a stylistic and thematic point of view, and , for theoretical elaboration. Sterling later defined cyberpunk as "a new type of integration. The overlapping of worlds that were formally separated: the realm of and modern underground culture.

The relevance of cyberpunk as a genre to punk subculture is debatable and further hampered by the lack of a defined 'cyberpunk' subculture. Where the small 'cyber' movement shares themes with cyberpunk fiction, as well as drawing inspiration from punk and alike, is considerably more popular though much less defined, encompassing virtual communities and in general and typically embracing optimistic anticipations about the future. Cyberpunk is nonetheless regarded as a successful genre, as it ensnared many new readers and provided the sort of movement that postmodern literary critics found alluring. Furthermore, author argues, cyberpunk made science fiction more attractive and profitable for and the in general.


Futuristic derivatives

Biopunk
Biopunk builds on synthetic biology and (such as bionanotechnology and ), typically focusing on the potential dangers to genetic engineering and enhancement. As such, this genre generally depicts near-future unintended consequences of the biotechnology revolution following the discovery of .

Emerging during the 1990s, biopunk fiction usually describes the struggles of individuals or groups, often the product of human experimentation, against a backdrop of governments or that misuse as means of or profiteering.

As in , individuals are most commonly modified and enhanced by genetic manipulation of their rather than with or dry nanotechnologies (albeit, like in nanopunk, bio-, nanotechnologies, and cyberware often coexist), and sometimes with other biotechnologies, such as nanobiotechnology, wetware, special bioengineered organs, and neural and .

Film examples include Naked Lunch (1991), (1997), and Vesper (2022).


Nanopunk
Nanopunk focuses on worlds in which the theoretical possibilities of nanotechnology are a reality, including the use of Drexlerian 'dry' and .

It is an emerging subgenre that is still less common in comparison to other derivatives of . The genre is similar to biopunk, which focuses on the use of , such as bionanotechnology and , rather than on nanotechnology. (Albeit, like in biopunk, bio-, nanotechnologies, and often coexist in contrast to classical cyberpunk settings tending to heavily focus on mechanical cyberware to the point of genetic engineering and nanotechnologies being outright banned in some cyberpunk settings.)

One of the earliest works of nanopunk, Tech Heaven (1995) by , looked into the healing potential of nanotechnology. The genre is often concerned with the artistic and physiological impact of nanotechnology, than of aspects of the technology itself. For instance, Prey (2002) by explores a potential doomsday scenario caused by nanotechnology. One of the most prominent examples of nanopunk is the Crysis video game series; less famous examples include the television series (2010) and film Transcendence (2014).

(2025). 9781934041932, Swimming Kangaroo. .


Postcyberpunk
Postcyberpunk includes newer works that experiment with different approaches to the genre. Often, such works will keep to central futuristic elements of cyberpunk—such as human augmentation, ubiquitous , and other advanced technology—but will forgo the assumption of a . However, like all categories discerned within science fiction, the boundaries of postcyberpunk are likely to be fluid or ill-defined.

It can be argued that the rise of cyberpunk fiction took place at a time when the '' was still considered new, foreign, and more-or-less strange to the average person. In this sense, postcyberpunk essentially emerged in acknowledgement of the idea that humanity has since adapted to the concept of cyberspace and no longer sees some elements of cyberpunk as from a distant world.

As new writers and artists began to experiment with cyberpunk ideas, new varieties of fiction emerged, sometimes addressing the criticisms leveled at classic cyberpunk fiction. In 1998, published an essay to the Internet forum in which he discusses the emergence of the postcyberpunk genre:

Person advocates using the term postcyberpunk for the strain of science fiction that he describes above. In this view, typical postcyberpunk fiction explores themes related to a "world of accelerating technological innovation and ever-increasing complexity in ways relevant to our everyday lives," while continuing the focus on social aspects within a post-third industrial-era society, such as of ubiquitous dataspheres and augmentation of the human body. Unlike cyberpunk, its works may portray a or to blend elements of both extremes into a relatively more mature societal vision.

Denoting the framework of the genre, Rafael Miranda Huereca (2006) states:

In addition to themes of its ancestral genre, according to Huereca (2011), postcyberpunk might also combine elements of nanopunk and biopunk. Some postcyberpunk settings can have diverse types of augmentations instead of focusing on one kind, while others, similar to classic cyberpunk, can revolve around a single type of technology like prosthetics, such as in Ghost in the Shell ( GitS).

Often named examples of postcyberpunk novels are 's The Diamond Age and 's Holy Fire. In television, Person has called "the most interesting, sustained postcyberpunk media work in existence." In 2007, San Francisco writers James Patrick Kelly and published .


Cyberprep
Cyberprep is a term with a similar meaning to postcyberpunk. A cyberprep world assumes that all the advancements of cyberpunk speculation have taken place, but life is utopian rather than gritty and dangerous.Blankenship, Loyd. (1995) GURPS Cyberpunk: High-Tech Low-Life Rolepaying Sourcebook. Steve Jackson Games. Since society is largely leisure-driven, advanced body enhancements are used for sports, pleasure, and self-improvement.

The word is an amalgam of the prefix cyber-, referring to , and , reflecting its divergence from the punk elements of cyberpunk.

's Return from the Stars is an example.


Cyber noir
Cyber noir is a genre story placed in a setting.


Retrofuturistic derivatives
As a wider variety of writers began to work with cyberpunk concepts, new subgenres of science fiction emerged, playing off the cyberpunk label, and focusing on technology and its social effects in different ways. Many derivatives of cyberpunk are : they reimagine the past either through futuristic visions of historical eras (especially from the first and second industrial revolution technological-eras), or through depictions of more recent extrapolations or exaggerations of the actual technology from those eras.


Steampunk
Steampunk is a retro-futuristic genre that is influenced by the Steam Age, ranging from the late (1795–1837; when the Industrial Revolution began) through the (1837–1901) and the Belle Époque (1871–1914).

The word steampunk was invented in 1987 as a jocular reference to some of the novels of , James P. Blaylock, and K. W. Jeter. When Gibson and Sterling entered the subgenre with their 1990 collaborative novel The Difference Engine, the term was being used earnestly as well. and Kevin O'Neill's 1999 The League of Extraordinary Gentlemen historical fantasy series (and the subsequent 2003 film adaptation) popularized the steampunk genre and helped propel it into mainstream fiction. Around 2007, the term became more common, and also began to refer to a clothing style and subculture.

The most immediate form of steampunk subculture is the community of fans surrounding the genre. Others move beyond this, attempting to adopt a "steampunk" aesthetic through fashion, home decor and even music. This movement may also be (perhaps more accurately) described as "", which is the amalgamation of Victorian aesthetic principles with modern sensibilities and technologies. This characteristic is particularly evident in steampunk fashion which tends to synthesize punk, goth and styles as filtered through the Victorian era. As an object style, steampunk adopts more distinct characteristics with various craftspersons modern-day devices into a pseudo-Victorian mechanical "steampunk" style. The goal of such redesigns is to employ appropriate materials (such as polished brass, iron, and wood) with design elements and craftsmanship consistent with the Victorian era.

Other examples include Wild Wild West (1999), Hugo (2011), (2002), (2003), Bioshock Infinite (2013), and Arcane (2021).


Clockpunk
Clockpunk, similar to steampunk, reimagines the Early Modern Period (16th–18th century) to include retro-futuristic technology, often portraying Renaissance-era science and technology based on , , and Da Vincian machinery designs. Such designs are in the vein of Mainspring by , and by S. M. Peters.

The term was coined by the role-playing system in the sourcebook Examples of clockpunk include The Blazing World by Margaret Cavendish; Centuries Before 'Arrival': The Original Science Fiction – The Atlantic Astro-Knights Island in the nonlinear game ; the Clockwork Mansion level of Dishonored 2; the 2011 film version of The Three Musketeers; the TV series Da Vinci's Demons; as well as the video games , , and Assassin's Creed 2. ' book The Mechanical is self-proclaimed clockpunk literature. The Games Workshop Warhammer Fantasy Battles settings, especially the Empire and the Dwarves, represent clockpunk.

For some, clockpunk is steampunk without steam.

(2019), based on the manga Battle Angel Alita, is mostly cyberpunk but sometimes its machines contain elements of clockpunk.


Dieselpunk
Dieselpunk is a genre and art style based on the aesthetics popular in the through the end of World War II into the 1950s, when displaced the . The style combines the artistic and genre influences of the period (including , , , , and wartime ) with technology and sensibilities.

First coined in 2001 as a marketing term by game designer Lewis Pollak to describe his role-playing game Children of the Sun, dieselpunk has since grown to describe a distinct style of visual art, music, motion pictures, fiction, and engineering.

Examples include the movies (2012), (2011), The Rocketeer (1991), (2008) , Sky Captain and the World of Tomorrow (2004), and Dark City (1998); video games such as the , the Fallout series, , , , the Wolfenstein series, , Final Fantasy VII and the Benoît Sokal created games , Syberia and Paradise all use the dieselpunk aesthetic and machines.; and television shows like The Legend of Korra.


Decopunk
Decopunk is a recent subset of dieselpunk, centered around the and Streamline Moderne art styles. Other influences include the 1927 film Metropolis as well as the environment of American cities like New York, , and around the period between the 1920s and 1950s.

Steampunk author Sara M. Harvey made the distinction that decopunk is "shinier than dieselpunk;" more specifically, dieselpunk is "a gritty version of steampunk set in the 1920s–1950s" (i.e., the war eras), whereas decopunk "is the sleek, shiny very art deco version; same time period, but everything is !"

Possibly the most notable examples of this genre are games like the first two titles in the BioShock series and ;films like Dick Tracy (1990), The Rocketeer (1991), The Shadow (1994), and Dark City (1998); comic books like ; and the cartoon , which included elements along with modern elements such as the use of cassettes.


Atompunk
Atompunk (also known as atomicpunk) relates to the pre- period of 1945–1969, including mid-century modernism; the , , and Ages; , Neo-Soviet styling, and early Cold War espionage, along with and paranoia in the United States; British "Mod" culture; underground cinema; Googie architecture; and the ; silver age and superhero fiction; and the rise of the American military–industrial complex.

Its aesthetic tends toward and , which describe a retro-futuristic vision of the world. Most science fiction of the period carried an aesthetic that influenced or inspired later atompunk works. Some of these precursors to atompunk include 1950s science fiction films (including, but not limited to, B movies), the -era of the , Dr. Strangelove, , The Twilight Zone, The Outer Limits, The Avengers, early episodes, The Man from U.N.C.L.E., Batman, The Green Hornet, , Jonny Quest, Thunderbirds, , and some Silver Age comic books.

Notable examples of atompunk in popular media that have been released since the period include television series like Dexter's Laboratory, The Powerpuff Girls, , Archer, and the web series The Mercury Men; comic books like and Atomic Age; films like Logan's Run (1976), (2004), The Iron Giant (1999), Indiana Jones and the Kingdom of the Crystal Skull (2008), The Man from U.N.C.L.E. (2015), (2011), and Men in Black 3 (2012); video games like Destroy All Humans! (2005), We Happy Few (2018), the Fallout series, Atomic Heart (2023), and The Invincible (2023); and books like 's novel The Age Atomic.


Other proposed science fiction derivatives
There have been a handful of divergent terms based on the general concepts of . These are typically considered unofficial and are often invented by readers, or by authors referring to their own works, often humorously.

For instance, described his 2004 novel The Zenith Angle, which follows the story of a hacker whose life is changed by the September 11 attacks, as "nowpunk". The developers of the computer game used the same term to describe themselves. Another example is Rococopunk, a combination of and punk clothing in cosplay or theatrical costuming. Also, the term Stonepunk has been used to refer to settings based in which characters use technology,

(2023). 9781399005555, Pen and Sword. .
such as the 2017 videogame Horizon Zero Dawn.
(2019). 9783038978305, MDPI. .

A large number of terms have been used by the roleplaying game Steampunk to describe anachronistic technologies and settings, including clockpunk (Renaissance tech), and transistorpunk ( tech)—the latter is analogous to atompunk. These terms have seen very little use outside GURPS.Stoddard, William H., GURPS Steampunk (2000)


Raypunk
(derived from ) is a distinctive (sub)genre that deals with scenarios, technologies, beings or environments, very different from everything that is known or what is possible here on Earth or by science. It covers space , parallel worlds, alien art, technological , non-standard 'science', alternative or distorted/twisted reality, and so on.

It is a predecessor to with similar "cosmic" themes, but mostly without explicit or definitive technology. It is also distinct in that it has more archaic/schematic/artistic style, and that its atmosphere is more dark, obscure, cheesy, weird, mysterious, dreamy, hazy, or etheric (origins before 1880–1950), parallel to and .


Solarpunk
Solarpunk is a movement, a subgenre, and an alternative to cyberpunk fiction that encourages optimistic envisioning of the future in light of present environmental concerns, such as and , as well as concerns of social inequality. Solarpunk fiction imagines futures that address environmental concerns with varying degrees of optimism.


Lunarpunk
Lunarpunk is a subgenre of solarpunk with a darker aesthetic. It leans and its themes include night settings – often featuring and purple colors, or the occult, green cities, sustainable technologies, and a more introspective side of solarpunk .


See also

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