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AI-Enhanced Steampunk Writer's Handbook

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Most steampunk looks great and says nothing.

Airships, brass fittings, clockwork automatons, top hats with too many buckles. The aesthetic is everywhere. The question underneath it — who built this, what did it cost, who got crushed when progress decided to modernize — gets lost in the goggles.

Jules Verne didn't lose it. Captain Nemo built the Nautilus because civilization had destroyed everything he loved and he needed a weapon that operated outside its reach. The technology was his argument. That's why 20,000 Leagues Under the Sea is still being read. That's what steampunk is capable of when it's paying attention to the right thing.

This handbook is built around that question. Not the aesthetic — the argument underneath it.


What You're Getting


19 chapters and 9 case studies from a 113-book author who grew up on Verne, attended Southern California steampunk festivals including one on the Queen Mary, and spent years figuring out why some steampunk feels like a costume party and some feels like literature.


Inventors and Engineers — Whose invention gets patented and whose gets stolen, and what the inventor does about it

Airship Crews and Sky Pirates — Hierarchy, loyalty, and what happens when a closed society has to make a decision its chain of command can't make cleanly

The Underclass and Factory Workers — Economic survival and collective action when you have less power than the problem requires

Clockwork Automatons and Artificial Life — What it means to build something that thinks, and what you owe it

Lady Adventurers and Unconventional Women — Competence in a world designed to discount it, and the specific cost of being right when the institution insists you're wrong

Empire, Colonialism, and Resistance — The specific machinery of extraction, and what resistance looks like when the empire controls the technology

Mad Scientists and Dangerous Discoveries — The scientist who is right about the discovery and wrong about who has the right to deploy it

The Ethics of Technology — When does the invention become the inventor's responsibility, and when does it stop being theirs?

Antagonists: The Institutional Enemy — The villain whose mandate is genuine, and who creates the conditions for your hero without intending to

216+ AI Prompts — Targeted research prompts for Victorian wages, patent law, colonial policy, social mobility, period medicine, and the historical texture that makes the world feel real instead of researched

Plus 10 more chapters covering Secret Societies, Gaslamp Mystery and Crime, Military and Warfare, Street Life and the Criminal Underground, Class Warfare and Social Mobility, Explorers and Expeditions, Political Intrigue and Revolution, Romance Across Class Lines, The Occult and the Mechanical, and a full worked example taking a single prompt to a complete scene.


9 Case Studies


  • Twenty Thousand Leagues Under the Sea — The technology as political argument
  • The Mysterious Island — What the same character looks like when the war is over
  • The Time Machine — Class warfare as evolutionary consequence
  • Penny Dreadful — Gothic atmosphere as serious craft
  • The Difference Engine — How to build a counterfactual world that changes everything systematically
  • Boneshaker — Steampunk with genuine consequence
  • Mortal Engines — Taking the genre's central metaphor literal and following it to its honest conclusion
  • Wild Wild West — What the aesthetic without the argument produces
  • Sucker Punch — The same lesson from a different angle

Who This Is For


Steampunk • Historical Fiction • Gaslamp Fantasy • Alternate History • Fantasy


✓ Writers who want their steampunk to have something to say, not just something to wear

✓ Writers frustrated that their Victorian world feels like a museum exhibit instead of a living place

✓ Writers who know the aesthetic but can't find the story underneath it

✓ Writers using AI for research who keep getting generic Victorian surface instead of historically grounded texture

✓ Anyone who grew up on Verne and Wells and wants to write fiction that earns the comparison


What You Get

📄 Full handbook — instant PDF download

📄 19 chapters covering the complete range of steampunk craft

📄 9 deep-dive case studies

📄 216+ AI prompts ready to copy and paste 📄 Lifetime access


30-Day Money-Back Guarantee

If this handbook doesn't change how you approach steampunk, request a full refund. No questions. No hassle.


The technology is always someone's argument. This handbook teaches you to find it.

👉 Click "Buy Now" to get the handbook instantly.

You will get a PDF (1MB) file