Solderpunk as a Genre
To understand what Solderpunk is all about, it's helpful to have some context first. In fact, the genre is best understood in relation to genres that bear some similarities. The following text is taken from the Core Rulebook of the Brazing Nether RPG.
Cyberpunk
Cyberpunk emerged from science fiction. The American author William Gibson, who published his novel Neuromancer in 1984 (if that wasn't the perfect year for it!), is considered its founder. It is a genre in which advanced technology clashes with advanced societal decay. Questionable trends in our world are pushed to the extreme and, if they otherwise occur in the shadows, are dragged into the glaring neon light.
Often, in this dystopian world, governments still exist, but have fallen behind so-called megacorporations in terms of real power, which can essentially do as they please. The merging of man and machine is frequently a theme, as the population has begun to replace meat body parts with cybernetic ones or massively increase the performance of their bodies beyond natural limits with such implants. Virtual reality and artificial intelligence play a major role. Good and evil in their purest forms rarely exist; a cyberpunk world is an environment of various shades of gray.
The action usually takes place in huge cities, where the extreme gap between rich and poor is striking: luxury and extravagance on one side, extreme poverty and the most desperate struggle for bare survival on the other. Violence is found in all shapes and forms, and the world is simply indescribably dirty. The grime can be literally palpable, when the protagonists roam through littered neighborhoods, catching the acrid stench of urine and almost stepping into a puddle of vomit.
But there's another kind of filth: at one of the numerous parties thrown by the upper class, letting loose becomes the norm, and designer drugs are considered fashionable. In a backroom, a top executive is just zipping up his pants after disposing of a young daughter of joy he has brutally taken advantage of, now calling to arrange for her removal...
The *punk Family
The defining "Punk" in the name stands for the rebellion of the protagonists - who are rarely fairytale heroes - against the system, while "Cyber" originally comes from the control of machines. Over the years, cyberpunk has become more differentiated and has inspired a number of subgenres. These can be broadly divided into two groups:
- those that have a specific, narrower thematic focus and
- the others, in which a certain aesthetic dominates and which are usually named after an epoch-defining technology/energy source that drives the societal machine.
The subgenres of the second category are also attributed to the genre of *Retro-Futurism*; that is, they depict a vision of the future as it might have existed in the respective epoch to which reference is made. Humanity has remained at a certain level of technology, but has mastered it further.
Despite their diverse aesthetics, they all have in common the use of the interaction between man and machine to ask about the effects on society and to explore the _Conditio Humana_ (the human condition). They therefore often offer a considerable philosophical depth - even if some readers prefer to only scratch the surface and simply enjoy the fascination of these worlds.
The first of the aforementioned categories includes, for example:
- Biopunk: The focus is on genetics and biotechnology. Life is cloned, artificially created (designer babies) or modified. Biohacking and bioterrorism play a major role.
- Climatepunk: This deals with the dramatic effects of climate change in any direction. A new ice age, extreme heat, flooded cities -- and the consequences such as mass migration, war over the remaining resources, etc.
- Nanopunk: Everything revolves around nanotechnology such as new materials with fantastic properties, but also nanorobots that are used both in medicine and for sinister purposes. The idea of the "grey goo" (a doomsday scenario in which self-replicating nanorobots destroy the world) is also sometimes adopted.
- Solarpunk: This is a counter-movement to the dystopian mood that defines the cyberpunk genre. It deals with the (successful) use of renewable energies, new communities, etc.
The others can be easily sorted by the epoch they deal with:
- Clockpunk: A still young and not yet established genre that deals with the epoch from the Renaissance to the Enlightenment (17th to 19th centuries). Intricate gears and clockwork have produced masterpieces of engineering that Da Vinci would have been proud of -- completely without electricity, of course!
- Steampunk: Set in the Victorian era (roughly mid to late 18th century) and permeated by its aesthetics and patterns of behavior, society is literally "under steam" here. The steam engine is the core technology that makes everything possible, from the submarine to the crazy flying apparatus. A thirst for travel and exploration, as well as a thirst for knowledge, characterize this rather hopeful subgenre.
- Dieselpunk: Roughly set in the 1920s to 1940s, this is a retro-futuristic subgenre defined by Art Deco-style modernism and internal combustion engines. Common themes are authoritarianism, propaganda, political tensions and the threat of war, as well as militarism. Loud engines power everything imaginable: from airplanes to combat robots.
- Atompunk: Spanning roughly the 1940s to the 1960s, this genre deals with the atomic age with its hopes and fears. Technological optimism usually prevails, but with the space race and the Cold War confrontation, there are enough tension fields and themes, such as espionage. There are also darker tones, such as a world struggling to survive after an atomic war.
Solderpunk
The transition between Steampunk and Dieselpunk is fluent and while Atompunk follows the the latter immediately, there's a significant gap before classic Cyberpunk. Cyberpunk is defined by the presence of highly polished, advanced technology, and in modern interpretations, a hyper-connected world is taken for granted. This is a far cry from the isolated early mainframe computers of Atompunk and the absence of the Internet.
The emerging subgenre of Solderpunk (1980s to 2000s) forms, in a sense, the missing bridge between Atompunk on one side and classic Cyberpunk on the other. It focuses on a _time in transition_, a _society undergoing rapid change_. The analogue era is drawing to a close, and the digital age is dawning. The late phase of the Bloc Confrontation is followed by the end of the Cold War. But the enthusiasm for this quickly fades as it becomes clear that the promise of the "end of history" was an illusion (or a lie?), and within the framework of the "War on Terror," state surveillance measures of unprecedented scale are pushed forward. Globalization is rapidly advancing in a unipolar world, constantly creating new losers. States at the peak of their power are beginning to buckle under the pressure of lobbying, which erodes their foundations. The attentive observer even sees the deep, black waters of privatized armies forming. Microcomputers and a form of Internet exist, but both are miles away from what we understand today (and even further from what the Cyberpunk future makes of them)!
Solderpunk is essentially characterized by a handful of things:
- The world is on the cusp of transitioning from analogue to digital: You can still repair or modify devices with a soldering iron and the appropriate knowledge.
- There is _no_ ubiquity of mobile devices: No one is permanently online, especially not on the go.
- Cybernetics are still in their infancy: Early prosthetics and implants exist, but are neither widespread nor sophisticated.
- There are no megacorporations that can do as they please: Multinational corporations do _not yet_ have more influence than the states (but they aren’t too far from it).
- Social stability is a thing of the past: Welcome to a rollercoaster that throws everything you thought was secure into disarray!
For hardware hackers, the approach to technology is often: "PURR" (Procure, Understand, Repurpose, Repeat), a do-it-yourself ethos that utilizes whatever is at hand. The aesthetic of the subgenre is determined by things like:
- CRT monitors
- Floppy disks
- VHS and music cassettes
- Wires of all kinds
- Telephones (with rotary dials!)
- Modems
- The Walkman / Discman
- Dot matrix printers
- (Poor) photocopies of manuals
- Tape
- Soldering irons (naturally!)
There's a partial but significant overlap between Solderpunk and the Retro-Futurist visual language known as *Cassette Futurism* (1970s to 1990s). The former is a lot wider in scope, though, and as a literary genre goes beyond the latter in many ways, not just regarding the aesthetics.
Regarding societal decay, it can either pass as proto-Cyberpunk or differ from classic Cyberpunk only in that the state of advanced decay is relatively young. But in terms of technology, it’s, in a sense, _Cyberpunk with the handbrake on_.
With a wink, one could speak of a subgenre of _almost_ and _still_ -- which, however, has its own unique charm! Solderpunk tells of a world that has set sails for a Cyberpunk dystopia, but the outcome isn't decided yet. But don't be fooled: This is not about deliberately forging the future! It's all about the protagonists' struggle to patch up the present at least to the point of allowing for survival.