Space Junk was Hanshaw's new book this year; it came out a few months ago, from the excellent Top Shelf line (which is why I noticed it to begin with, actually). It follows about half a dozen solo books and some collaborative and shorter work, none of which (see above) I'm going to be able to contextualize or compare.
But this book is an interesting thing: the kind of soft SF that's more about the vibe than the world-building, with some frankly woo-woo fantastic elements and a world that doesn't actually make sense if you sit down and think about it in any detail.
We don't see anything like a government, just the Mondo Corp, which runs an extensive mining operation on this unnamed planet, sometime in the medium future. Mondo's operating plan is to hit a world, build what looks like a pretty extensive city, extract a bunch of minerals for a decade or so, and then pack the whole thing off to another planet. Even quirkier, the corporation seems to be organized generationally, with children explicitly part of the workforce but working under their own parents - and operations seem to leave from the top down, so we're now at the point where the population here is mostly unsupervised teenagers, with a few adults left.
This obviously doesn't make much sense in SFnal terms: to make only the first complaint, planets are big and one city-sized operation can no more exhaust the useful mineral wealth of an entire planet in a few years than a mosquito can drain the blood of an elephant. But of course, this is more of a metaphor than an actual world to be taken literally: Hanshaw wants all of that waste and pointlessness, alongside the forced conformity and infantilizing happy-talk of Mondo. This is late capitalism, as seen by alienated, troubled teens: stupid, pointless, broken, something to be ignored or escaped.
There are two main characters: Faith, who has a piece of metal in her head after a childhood accident that her gambling-obsessed parents were too cheap to fix correctly with something flesh-toned, and Hoshi, who has an anger-management problem and an obsession with chickens. Both of them are seeing their required counselor, Pieter Uzmaki, who seems to be trying his best to help them and to actually be decently good at his job and committed to it. There's also a horrible kid, Steve, leader of a group of bullies, who torments both of our heroes and generally causes trouble.
(For a satire of capitalism, Space Junk is surprisingly low-key and easy-going. Mondo is wasteful, but never seems evil, and even middle-management is entirely missing here. There's no company-town shenanigans to keep everyone indebted, invasive surveillance, obviously dangerous cost-cutting, or destruction of native life. The villainy comes from one person, another one of the kids.)
Everyone is obviously supposed to leave. They all have specific shuttles they're booked onto: Faith, Hoshi, and Pieter are all scheduled for the very last one. And, as these last few days are going on, more and more of their surroundings - movie theaters, convenience stores, and so on - are bodily picked up and shoved onto other ships to be sent off to the next planet.
(Again: super-wasteful and ridiculous from a cost-benefit perspective. But metaphorically resonant.)
Faith and Hoshi both don't want to leave, for slightly different reasons. Pieter, we think, is a solid company man, and will leave - he does seem to be trying to help them both come to terms with leaving, and accept the next steps in their lives.
But the reader knows they won't leave: that's the story. They'll meet each other, find common ground, evade the schemes of Steve, and stay behind in the ruins of their childhoods. The fantastic elements come into that, and I won't spoil them, but they are goofy and very soft-SF, while also amping up that central metaphor Hanshaw wants.
This is a thoughtful, interesting book, good at showing character and nuance and self-assured of its metaphorical material. As an old SF hand, I found parts of it difficult to take seriously, but that's on me: this is the kind of book where you grant the premises. And, if you can do that, it has a lot of depth and leaves you with a fine experience in the end.
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