Here are 69 books that Homestuck fans have personally recommended if you like
Homestuck.
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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...
This book is an elegiac meditation on the will to survive. Tor, a beluga whaler, and his wife, Astrid, a botanist specializing in Arctic flora, are stranded during the dark season of 1937-38 at his remote whaling station in the Svalbard archipelago when they misjudge ice conditions and fail to…
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 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…
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…
Tina Edwards loved her childhood and creating fairy houses, a passion shared with her father, a world-renowned architect. But at nine years old, she found him dead at his desk and is haunted by this memory. Tina's mother abruptly moved away, leaving Tina with feelings of abandonment and suspicion.
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…
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.
This book is just out and reflects the latest scholarship in historical game studies by a new leading academic. Wright’s book tackles one of the biggest players in the video game industry, Rockstar Games, and seeks to understand how Rockstar plays with American history, culture, and our notions of authenticity. Essential reading.
For two decades, Rockstar Games have been making games that interrogate and represent the idea of America, past and present. Commercially successful, fan-beloved, and a frequent source of media attention, Rockstar's franchises are positioned as not only game-changing, ground-breaking interventions in the games industry, but also as critical, cultural histories on America and its excesses.
But what does Rockstar's version of American history look like, and how is it communicated through critically acclaimed titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By combining analysis of Rockstar's games and a range of official communications and promotional materials, this…
I teach writing for children and I’ve analyzed the elements that make a winning story. One of these elements is the magic of three. My idea for Finley Finds his Fortune, was sparked by a desire to write a folk tale with the magic of three and also by my visit to Whitechurch, the last working watermill in England. I was awed by the power and beauty of its water wheel so I wove a water mill into my story. To do this, I had to first study how a mill works. That’s what I love about writing children’s books―that I can explore my own personal interests and passions.
Often, the magic of three is not so obvious. In the newly-published picture book, Treasure Hunt by Stephanie Wildman, three children play a new game. Older brother Luis turns his two younger siblings away from video games by creating a scavenger hunt in which they must use riddles as clues to gather ordinary household objects. And yes, they get threeclues and so threechances to gather all the objects, which then become the materials to create a puppet show using a discarded cardboard box the new stove came in as the stage. The use of three here, as in all stories, produces a feeling of a satisfying completion. This is a mystery story for children 3-8 with a surprise ending and guidance for kids on how to make simple puppets.
In this light-hearted story, twins Flor and Roberto scamper through their house, hunting for treasure hidden by big brother, Luis. Can these everyday objects really be treasures that offer more fun than video games or TV? Join Flor and Roberto on their search and discover why Luis saved a gigantic cardboard box. Bonus content provides direction for creating your own at-home fun!
The Duke's Christmas Redemption
by
Arietta Richmond,
A Duke who has rejected love, a Lady who dreams of a love match, an arranged marriage, a house full of secrets, a most unneighborly neighbor, a plot to destroy reputations, an unexpected love that redeems it all.
Lady Charlotte Wyndham, given in an arranged marriage to a man she…
I’m only a writer because I was a musician first. I worshiped music—as a performer, listener, and later a critic—for its ability to enshrine me in a purely emotional world. My favorite lyrics were poetry in motion; my favorite melodies escaped description. And through sharing my feverish acclamations of particular albums and songs, I found community with others who also pledged themselves to art that’d definitively split their lives into “before” and “after.” My writing career was born from cathartic devotion and remains devoted to recounting the rapture of self-formation, of being reflected in the mirror of something that saw you before you even knew to see yourself.
I truly believe that video games are the art form that defines our present and, at least, our near-ish future. So, it was a great pleasure to encounter Zevin’s novel about the relationships behind a video game studio’s origins, which both elevates and scrutinizes the medium’s potential to revolutionize narrative storytelling.
Zevin deftly translates gaming's embodied perspective, including one stand-out moment in the back half that is perhaps the book’s defining triumph. Through her expansive prose, Sam, Sadie, and Marx play out their lives: their moments of intense and sometimes myopic creativity, their intricate interpersonal joys and devastations, and the fantastically rendered worlds, some built from reality and others from pixels which bring them together, push them apart, and might just bring them together again.
Tomorrow, and Tomorrow, and Tomorrow takes us on a dazzling imaginative quest, examining identity, creativity and our need to connect.
This is not a romance, but it is about love.
'I just love this book and I hope you love it too' JOHN GREEN, TikTok
Sam and Sadie meet in a hospital in 1987. Sadie is visiting her sister, Sam is recovering from a car crash. The days and months are long there, but playing together brings joy, escape, fierce competition -- and a special friendship. Then all too soon that time is…