"What is junk for some becomes treasure for others, and so the gears of the world keep turning, over and over again."
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I arrived at the lower part of the city, that place where progress stops and abandonment takes over. Under the immense bridge that connects the residential area to the great highway and, beyond, to the rest of the metropolis, the air was heavy, charged with humidity and broken promises. Near the old sewage treatment plant, on the margins of forgotten industry, was the night market. A labyrinth of scrap metal and flickering lights, where fallen souls come to seek redemption or to sell themselves as spare parts.
Here, everything has a price.
Here you find everything and if you don't find it, give them time: someone will make it.
It was in this place that a sales robot, more rusty than functional, offered a defective kidney implant to Mrs. Ibarra. She needed it for her fourteen-year-old daughter, a girl who clung to life with tooth and nail. The implant worked just enough to get her out of the hospital, but not much more. It failed days later, leaving the girl's body in an even worse state. Now her prognosis is clear: she will not survive.
But I am not here for the Ibarra family. I was not sent for the tragedy of a desperate mother or for the girl who is dying on a metal bed. I was sent to investigate the implant, because, according to my superiors, there is something more valuable than life in this world: patents. If the creator of that defective piece stole design, technology or even an idea from large corporations, my duty is to discover it and report it. And, of course, to ensure that the harmed company gets its compensation… and a promotion. For my superiors of course.
Here I am, an agent of the Patent Department, digging through ruins and technological garbage, not to save lives, but to preserve the monopoly of those who run this game. The irony is almost comical: in a city that claims to be the pinnacle of progress, its base is made of waste and desolation. And I am just another one of this rotten place.
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the cyberpunk
Cyberpunk is a subgenre of science fiction that shows us a near future, dark and full of contrasts, where technology has advanced to incredible levels, but the quality of life for most people has only gotten worse. Here, cybernetic implants, virtual reality, hackers, and powerful megacorporations coexist with dirty streets, neon lights, and a population barely surviving on the edge of social collapse.
The main problem cyberpunk explores is extreme inequality and the loss of control by citizens over forces that seem untouchable. Corporations act like modern feudal lords, managing resources, information, and human lives with total indifference. No matter how advanced brain implants or bionic prosthetics are, ordinary people are still crushed by the machinery of power.
The architecture in cyberpunk reflects this tension: massive corporate skyscrapers rise above miserable neighborhoods, streets are crammed with glowing advertisements and piles of tech waste. The environment is hostile, overcrowded, often polluted, and the lines between public and private spaces are blurred.
Governments are reduced to symbolic figures or puppets of the corporations. What rules the world is the law of the strongest, the smartest, or the most ruthless.
At its core, cyberpunk critiques the extreme concentration of power and wealth, humanity's overdependence on technology, and moral decay. It shows us cities where the future has arrived, but it feels more like a nightmare than a utopia.
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sci-fi " punk worlds "
Within science fiction, “punk worlds” are a family of subgenres that grow out of steampunk and cyberpunk. They extend the idea into other styles, technologies, and social contexts, pushing it to extremes. These extremes often show up in struggles over power, economic inequalities, and cultural resistance.
Each “punk” subgenre starts from a specific technological or aesthetic reference.
Although “punk worlds” are usually fictional settings, their goal is not just to impress. They often make us think about structures of power, inequality, the tension between tradition and progress, and issues of control and individuality.
Many of these subgenres begin from a historical turning point: an event that never happened in our timeline, or developed in a different way.
Each subgenre comes with its own clear visual, architectural, and cultural identity.
Often, the main characters in these stories are people or groups living on the edges of society’s power. They are not usually classic heroes, but antiheroes, mercenaries, rebels, hackers, secret mechanics, or outcast thinkers. Their fight, open or hidden, is against oppression, the status quo, or the alienation the system creates. These characters show the “punk” spirit by resisting or surviving the suffocating environment around them.
#scifi#ai generated#ai art#punk#cyborg#cyberpunk 2077#steampunk#punk world#ciencia ficciĂłn#ficcion#ficcin general
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