Here are 68 books that Homestuck fans have personally recommended if you like
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I’m a human being who struggles with feeling human. When I was 17, I got my brain pretty shaken up after a traumatic event, causing a swathe of memory loss and mental health problems. How do you regain a sense of yourself when chunks of your childhood memories, your skills, and your sense of self have disappeared? Here are some books that grapple with that question, and others.
I believe this book is one of the classic staples of surreal fiction. Its disjointed, spiraling narrative and sprawling non-linear plot lines challenge the definition of what a ‘book’ is. It uses everything from footnotes to text alignment to color schemes to make the act of reading itself increasingly difficult, which matches the house’s influence on the narrators’ memories and interests.
Reading it for me was like learning Latin or watching Casablanca–it gave context to decades of experimental media inspired by it, from TV shows to DOOM game mods. Love it or hate it, it’s a solid tool for any inhuman’s toolkit.
“A novelistic mosaic that simultaneously reads like a thriller and like a strange, dreamlike excursion into the subconscious.” —The New York Times
Years ago, when House of Leaves was first being passed around, it was nothing more than a badly bundled heap of paper, parts of which would occasionally surface on the Internet. No one could have anticipated the small but devoted following this terrifying story would soon command. Starting with an odd assortment of marginalized youth -- musicians, tattoo artists, programmers, strippers, environmentalists, and adrenaline junkies -- the book eventually made its way into the hands of older generations,…
A moving story of love, betrayal, and the enduring power of hope in the face of darkness.
German pianist Hedda Schlagel's world collapsed when her fiancé, Fritz, vanished after being sent to an enemy alien camp in the United States during the Great War. Fifteen years later, in 1932, Hedda…
I’m a human being who struggles with feeling human. When I was 17, I got my brain pretty shaken up after a traumatic event, causing a swathe of memory loss and mental health problems. How do you regain a sense of yourself when chunks of your childhood memories, your skills, and your sense of self have disappeared? Here are some books that grapple with that question, and others.
I grew up with and write horror stories, so it’s very difficult for a book to unnerve me; this is one of the only books I can think of that earns the honor. It is half an ecological text and half a horror story, with its romantic prose balanced by intense natural research to create a surreal, unnerving description of the natural world.
This book made me hyper-aware of everything from the grass outside my window to the cells that make up my body, and I love how it uses both existential horror and the real, biological horror of being a living creature to leave a lasting unease. Are you aware you’re breathing? Can you feel your tongue in your mouth? Your heart’s nonstop beating? You can, now.
THE FIRST VOLUME OF THE EXTRAORDINARY SOUTHERN REACH TRILOGY - NOW A MAJOR MOTION PICTURE WRITTEN AND DIRECTED BY ALEX GARLAND (EX MACHINA) AND STARRING NATALIE PORTMAN AND OSCAR ISAAC
For thirty years, Area X has remained mysterious and remote behind its intangible border - an environmental disaster zone, though to all appearances an abundant wilderness.
The Southern Reach, a secretive government agency, has sent eleven expeditions to investigate Area X. One has ended in mass suicide, another in a hail of gunfire, the eleventh in a fatal cancer epidemic.
I’m a human being who struggles with feeling human. When I was 17, I got my brain pretty shaken up after a traumatic event, causing a swathe of memory loss and mental health problems. How do you regain a sense of yourself when chunks of your childhood memories, your skills, and your sense of self have disappeared? Here are some books that grapple with that question, and others.
I feel like the very premise of this book cuts right to the core of ‘what does it mean to be human’: the eponymous Hikaru dies on a mountain, but his body is consumed by a parasite that takes on his memories and identity. If this new version acts and thinks and looks like Hikaru, is he Hikaru? Do our memories make us ‘human,’ even when our bodies change? Can we learn to BE human?
As someone who’s experienced brain damage–and the memory loss and identity dissociation that came with it–this manga hit me deep in my soul. I’m so excited for the Netflix adaptation, and I’d recommend the book series to any new fans the show creates.
It has Hikaru's face. It has Hikaru's voice. It even has Hikaru's memories. But whatever came down from the mountains six months ago isn't Yoshiki's best friend. Whatever it is, it's dangerous. Carrying on at school and hanging out as if nothing has changed―as if Hikaru isn't gone―would be crazy...but when it looks so very like Hikaru...and acts so very like Hikaru...
Sine, a professor of creative writing, accompanies Sam, a neuroscientist, on a conference trip to a Hotel Castle. Sam wants to present a new device, the "monitor." Sine hopes to recover from tending to her mother who just passed away.
When they arrive, Sine is in a dream-like state. Real…
I’m a human being who struggles with feeling human. When I was 17, I got my brain pretty shaken up after a traumatic event, causing a swathe of memory loss and mental health problems. How do you regain a sense of yourself when chunks of your childhood memories, your skills, and your sense of self have disappeared? Here are some books that grapple with that question, and others.
This is a 360-page, lushly detailed, fictional narrative about a ragtag collective of kidnapped humans struggling to survive the magical, capricious influence of the fae; technically, it is not a book; it’s a rulebook for my favorite dice-playing game.
Every aspect within the book, from the short stories about its goblin markets to its essays on emotion-based magic, ultimately sets up pieces of a world that confronts its themes of ‘what is humanity’ with reader participation. My partner and I roleplayed conflicts in a bar-themed after the book’s Spring Court.
I rolled dice with other fans online and argued over the results. I commissioned art of characters I’d based on the fae. Its intimate, interconnected stories deliberately blur the line between a book series and a game series, and in this, it makes being human feel magical.
Once upon a time, they took you from your home. They promised you a place at their side, and meaning in your life, and they surrounded you with beautiful things. But the beautiful things were oh so sharp, and they laughed when you bled. Day by day, they changed you. But day by day, your will grew stronger. On the last day, you smashed your way through the beautiful things and ran, not noticing as you bled or feeling as you cried. You fought with courage and cleverness and took yourself home. Now the beauty and the horror are yours,…
I’m a lifelong video game obsessive. I think about video game worlds and my relationship with them in the ways most people think about family vacations to the beach or a trip with friends to Las Vegas. Every game I play is an opportunity to experience a new world, and a new culture, and to change myself along the way. Video games are a younger industry than either the music industry or the movie industry, but it’s more than 2.5x bigger than those two industries combined! There are reasons humans are so enamored by video games. The books on my list explore those reasons.
David Sudnow’s Breakout: Pilgrim in the Microworld is perhaps the earliest account of a person’s obsession with a video game.
Sudnow’s diary-like approach to his relationship with the 1976 arcade game Breakout is captivating. It reads like improv jazz (which isn’t surprising considering Sudnow himself was an accomplished jazz pianist).
For example, here’s Sudnow describing the moments before starting the final phase of his longest game so far: “I feel the attempted seduction of the long lobbing interim, a calm before the storm, the action so laid back that I’m consciously elaborating a rhythm to be ready, set, go for a slam.”
Sudnow shows us that what might seem like simple bleeps and bloops to most people can instead be a life-affirming awakening to others. And how can something so powerful not warrant respect?
Tell your non-gaming friends: video games are poetry!
Just as the video game console market was about to crash into the New Mexico desert in 1983, musician and sociologist David Sudnow was unearthing the secrets of “eye, mind, and the essence of video skill” through an exploration of Atari's Breakout, one of the earliest hits of the arcade world.
Originally released under the title Pilgrim in the Microworld, Sudnow's groundbreaking longform criticism of a single game predates the rise of serious game studies by decades. While its earliest critics often scorned the idea of a serious book about an object of play, the book's modern readers remain fascinated…
I’m a university academic who writes and teaches on American popular culture. I’ve played video games all my life—I remember first playing Breakout and Boot Hill at the local arcade back in the late 1970s as a young child, and yes, I had an Atari VCS. Today, I write, teach, and exhibit work on the history of video games, especially how games depict and connect with the USA. I still play video games, probably too much, and my favorite console is the Sega Dreamcast.
I love this book. It’s an exquisite and beautiful coffee table title by Van Burnham, but that description really doesn’t do it justice. You can dip in and out of some wonderful features that chart the history of video games written by academics and other experts in the field. It is totally accessible and fun and the artwork is fantastic. Rejoice in old pixel video games you remember or have never heard of. The second volume is due out imminently and is totally brilliant. Buy both and enjoy!
A gloriously illustrated history of the videogame and its legacy for both our mindscapes and video technology.
It was a time when technology was king, status was determined by your high score, and videogames were blitzing the world... From Pong to Pac-Man, Asteroids to Zaxxon—more than fifty million people around the world have come of age within the electronic flux of videogames, their subconscious forever etched with images projected from arcade and home videogame systems.
From the first interactive blips of electronic light at Brookhaven National Labs and the creation of Spacewar! at the Massachusetts Institute of Technology; to the…
In an age of splendor, a heretic king strips Egypt bare—forcing his queen to quell rebellion and plunging his children into a conspiracy against the crown.
Salvation in the Sun follows Nefertiti as she ascends the throne beside Pharaoh Amenhotep—soon to become Akhenaten—just as he declares war on Egypt’s ancient…
I’m a university academic who writes and teaches on American popular culture. I’ve played video games all my life—I remember first playing Breakout and Boot Hill at the local arcade back in the late 1970s as a young child, and yes, I had an Atari VCS. Today, I write, teach, and exhibit work on the history of video games, especially how games depict and connect with the USA. I still play video games, probably too much, and my favorite console is the Sega Dreamcast.
Persuasive Games is about how games persuade you, of ideas, what to buy, how to vote, how to live and more. It is a brilliantly inventive title from an established Game Studies scholar with a knack for original thought. Bogost brings in all kinds of little-known games to highlight his themes, and for me, it is just one of those books that you come back to for ideas and inspiration.
An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties.
Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field…
I am a middle grade teacher who loves to read. Many of my students prefer to play video games. In fact, some of them have a real aversion to reading. Since I know reading ability is a huge factor in a student’s academic success, I’m always looking for great books to get students to put down their controllers and read. When I couldn’t find many, I was inspired to write the CROSS UPS TRILOGY. I’m confident that the books on this list will lure young gamers into their covers with gaming themes, humor, and relatable characters.
This zany story about a gamer is packed full of laughs. Pete is looking forward to the release of a new game, but when he sells his dad’s old gaming console to afford the new game, things go really wrong, really fast. Let’s just say that was no gaming console he sold and now his dad is trapped in a video game. Pete has to save his dad, (and the world) by entering the game and winning!
While I usually don’t like the whole getting-sucked-into-the-game trope, it totally works for this silly style of humor. Illustrations along the way don’t just break up the text, they add to the laughs.
Stormbreaker meets Diary of a Wimpy Kid in this hysterically funny, fast-paced novel that follows video game obsessed Pete Watson as he discovers the only thing scarier than espionage is the girl of his dreams. Mega-gamer Pete Watson needs just twenty dollars more to buy the all-new Brawl-A-Thon 3000 XL. So he sells a beat-up CommandRoid 85 arcade game containing top-secret government intel! owned by his boring old dad super-spy trapped inside the CommandRoid!, to an exterminator evil mastermind bent on global destruction!!! Pete's gaming skills are put to the test as he fights evil villains, giant mechanical bugs, and…
I’m a university academic who writes and teaches on American popular culture. I’ve played video games all my life—I remember first playing Breakout and Boot Hill at the local arcade back in the late 1970s as a young child, and yes, I had an Atari VCS. Today, I write, teach, and exhibit work on the history of video games, especially how games depict and connect with the USA. I still play video games, probably too much, and my favorite console is the Sega Dreamcast.
Atari Age is a wonderful title with possibly the best book cover ever (for any retro games aficionado anyhow!). Newman researches with skill the advent of video games in the United States, looking at how people became gamers, and exploring life in the arcades, and playing Atari VCSs for the first time at home. It’s a seriously good history book.
The cultural contradictions of early video games: a medium for family fun (but mainly for middle-class boys), an improvement over pinball and television (but possibly harmful).
Beginning with the release of the Magnavox Odyssey and Pong in 1972, video games, whether played in arcades and taverns or in family rec rooms, became part of popular culture, like television. In fact, video games were sometimes seen as an improvement on television because they spurred participation rather than passivity. These “space-age pinball machines” gave coin-operated games a high-tech and more respectable profile. In Atari Age, Michael Newman charts the emergence of video…
Born the heir of a master woodcutter in a queendom defined by guilds and matrilineal inheritance, nonbinary Sorin can’t quite seem to find their place. At seventeen, an opportunity to attend an alchemical guild fair and secure an apprenticeship with the…
I grew up playing video games from a classic Atari onward. And, if I could go back and tell my younger self his job would be to travel around the world talking, writing, and teaching about video games he never would have believed me. But, if he did, he’d be really excited about what was coming for him. I am consistently both shocked and thrilled that I get to do this as a job, and my favorite bit is often the teaching and communicating about games. It’s a blast!
Although there have been substantive developments in games since this book was published, it is a fantastic journey through the history of games up until its publication date. Knowing more about where games started and how they were developed for decades informs what games are now; really understanding games requires some history.
I found this to be a smooth, propulsive read, which is not true of a lot of video game histories.
A riveting account of the strange birth and remarkable evolution of the most important development in entertainment since television, Replay is the ultimate history of video games. Based on extensive research and over 140 exclusive interviews with key movers and shakers from gaming's past, Replay tells the sensational story of how the creative vision of game designers gave rise to one of the world's most popular and dynamic art forms.