Homebound

A Novel

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About The Book

A NATIONAL BESTSELLER • A GOOD MORNING AMERICA BOOK CLUB PICK • In a dazzling ode to human inventiveness and desire for meaning, four lives are entangled across time by one unfinished story, saved to a floppy disk in the 1980s and destined to ripple across the centuries.

“A joy...and a hauntingly beautiful exploration of what makes us human. It kept me up all night!” —MADELINE MILLER, #1 New York Times bestselling author of The Song of Achilles

"A big, bold, ecstatic world—full of heart and wonder.” —RUTH OZEKI, New York Times bestselling author of A Tale for the Time Being


1983. Becks is nineteen, blasting her Walkman, and hiding from the fact that her beloved uncle, and the only person who understood her, is dead. Luckily, he left her a half-finished video game to complete—one last collaboration to find her way out of loneliness.

2078. Dr. Portman works at the intersection of artificial intelligence and robotics, wrestling with her responsibility to Earth's precarious future. But increasingly, it seems an exceptional project may transcend everything she believed to be possible...

2586. After decades of life on the sea, Yesiko knows a scavenger's work is rife with moral compromise. Yet when a long-lost piece of technology walks aboard her ship, she is set on a path toward a sacrifice even she may be unwilling to make.

Linking these women across the centuries is a chain reaction of love, longing, and creativity that reveals our deep interconnectedness. Clear-eyed and hopeful, Homebound imagines how future generations will find meaning in the things we leave behind.

Excerpt

chapter 1

CHAPTER 1


1983, SPRING

CINCINNATI

I love the way a computer program doesn’t just describe something: it is the thing.

Words between people—normal language—is like a glaze over the realness of action and being. A bubble, not something you can touch or count on. But code is the doing, is the thing: words and syntax and rules creating their own world, their own existence. Everything the code needs is there, inside the computer.

I tap this semester’s passkey into the door on Baldwin Lab. I get access to the lab because I’m taking freshman Computer Syntax 101, although it’s a bullshit class; I could do most of the assignments in my sleep. This is where I come, though, when I don’t want to go home and face Sheila the Mother, or when Veronica is busy with Jack.

Down the hallway, there’s a grody water cooler, and then the lab, with its twenty Apple IIs and ten terminals hooked into the MUD, a broken clock, no windows, and three rules:

1. No food or drink

2. Save it to a floppy because it will get deleted

3. Don’t touch anyone else’s keyboard

The TA on duty doesn’t care if I work on personal projects, or if I listen to my Walkman with Television or the Clash turned up to eighteen. The glow of the monitor screen washes without judgment over my ripped jeans, my band T-shirts, my dyed-black hair. It feels like freedom.

When I told you, on our weekly call sometime near the start of high school, that I was taking Computer Basics, you got so excited, thinking I was learning BASIC. Back then, I didn’t even know what a programming language was. I sat there, coiling the phone cord around my fingers in Bubbe’s kitchen, which was the only place I called you from, because of Sheila. You described the possibilities of machine learning, and it was like you were speaking to me not from the East Coast, but from somewhere else in time, from some other world.

“You’re going to love it,” you said. “It’s the language of the future.”

I never told you this, although I think you would have laughed: the next day, I stopped by the high school library to see if they had any books on BASIC. I wanted to close the gap between what you’d thought I was learning and the rudimentary typing lessons I was getting in class. The librarian gave me some issues of Creative Computing: I tried to memorize the most obvious commands—LET, PRINT, GOTO, IF—even as my mind tumbled through all the ones I didn’t understand yet: DIM, CHR$, TIME versus TIME$. That same day after school, on a TRS-80 at the RadioShack downtown, I tried typing Valley Bomber, one of the programs printed on thin newsprint in the magazine’s back pages. Command after command after command. It seems so improbable, so strange—that shapes rendered in ink-on-paper could become something else inside the computer, but they can. In the game, the player flew through a valley surrounded by mountains, dropping bombs in the narrow stretch between the heights. I thought, while I was typing it all in, that I wouldn’t mind destroying some mountains. Just destroy it all, maybe.

The game didn’t work. I arrowed up through the lines of code, searching for what I’d done wrong, but the glowing letters swarmed opaquely, refusing to show me. After a week of typing the same sequence in over and over, I found the problem—I’d messed up something simple in the syntax.

But I’d gotten a taste of something. I went back to RadioShack again and again to the code, tossing my backpack under the counter and avoiding eye contact with the salesmen so they wouldn’t bother me. Once the screen booted up, I could be invisible for a while. Not a loner, not a disappointment of a daughter.

Later that year, I would meet Veronica and she would make me less of a loner, even if I stayed a disappointment to Sheila. But when she and I weren’t together, all I wanted to do was slip inside the programs like they were castles, made of logic rather than stones. With a Replacements tape blaring in my headphones, I taught myself to code from a copy of 100 BASIC Computer Games. That’s the book the librarian found for me after I’d burned through all her issues of Creative Computing.

And then, when you thought I was ready, you sent me a letter with the first part of a program, handwritten on a sheet of yellow legal paper. I understood the first few commands—naming the program, a REM line saying [This program will put the wind in your sails], but after that I got lost. What were the commands drawing on the screen? Impossible to tell from just the coordinates. I’d have to see them. The unfinished lines of code beckoned, an invitation to a new world where I was smart, I was important. You programmed real games in Cambridge, but you made time to write code with me. That first program: when we finished it, it drew a sailboat that disappeared into the horizon as the sun set.

Here is one of the things you taught me: every program is like a conversation in which the programmer asks one question over and over again, “How do I make the code do X?” and the code answers, offers a cascade of answers. The result is a personal, intimate kind of logic, and although the code itself might look dry and alien, the choices embedded in it—the defining of variables, sequencing of commands, layering of functions—are like a map of the programmer’s mind.

But you didn’t just teach me to make games, you taught me to love them, too. We worked through the rooms of Zork, each of us making our own grid paper map to mark the grues. We assembled ships in Pirate Adventure. We debated whether The Prisoner was a good game or just a good thought experiment.

And now, almost exactly four years after I started that dumb freshman computer class, I know more than enough BASIC to write a program to calculate the number of days since you died: thirty-seven.

The code I write doesn’t have feelings and it doesn’t care about mine. It either works or it doesn’t. When typing it into the Apple II, I have to stay focused. The fact that you are dead, that you are not in the world anymore, is like a strong magnet held against a cassette. Data—feeling—flattened into irretrievable nothing. But in the code, there are rules and patterns I can rest against. I know where I’ve been and where I’m going.

By the time I’m done today, it’s almost time for the lab to close. I hit RUN.



The TA on duty comes over. I slide my headphones off.

“Bug in the code?” he asks.

The expression came from a literal bug in a computer—that’s the story you told me—a moth trapped in the electrical relays, pulled out by Grace Hopper and taped into a logbook with the annotation “First actual case of bug being found.” A moth, pinioned in the relays, yielding only an error; whatever was intelligible, lost.

Here and now, it would mean: I typed something in wrong, transposed characters or inverted syntax, or even missed a command entirely.

I shrug. “Yeah.” I hit delete and the program’s text evaporates from the screen. “I’ll try again later.”

I get up and go out into the blazing spring evening to take the bus home. I’m thinking about patience, and how, in order to have patience you have to have hope or faith, or some clear idea that it gets better. I’m thinking about all the games you’ll never write, about the body of a moth pressed between relays, about lines of code that yield only “error,” so you have to rewrite it, every line. You can’t do that to a person: scroll through the logic and commands that make them who they are, rewrite the bugs. We run through life once, and when it’s over—when you hit an error—it’s just over, no one waiting to help you fix the mistakes.

About The Author

Photograph © Clayton J. Mitchell

Portia Elan studied history at Stanford University and earned an MFA from the University of Victoria, British Columbia, before returning to California, where she has worked as a teacher and public librarian. A former Lambda Literary Fellow, she lives in the San Francisco Bay Area with her wife and an abundance of cats. Homebound is her first novel. 

Product Details

  • Publisher: Scribner Canada (May 5, 2026)
  • Length: 304 pages
  • ISBN13: 9781668206225

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Raves and Reviews

Homebound is a joy—at once a gripping mystery that confidently spans centuries, and a hauntingly beautiful exploration of what makes us human. Inventive and gritty, powerful and clear-eyed, it kept me up all night!”
MADELINE MILLER, #1 New York Times bestselling author of Circe and The Song of Achilles

“A fascinatingly plausible and atmospheric story of a future shaped by tech and love intertwined.” 
— EMMA DONOGHUE, #1 bestselling author of The Paris Express

Homebound is a big, bold, ecstatic world—full of heart and wonder—where stories weave through time to connect us, and our faith in each other makes us human.”
RUTH OZEKI, New York Times bestselling author of The Book of Form and Emptiness and A Tale for the Time Being

“A sparkling novel, a work of joyous and serious invention that moves fluidly between forms—text-based computer game, fablelistic tale, coming-of-age story, sea adventure—that is also profoundly attentive to the concept of home as something portable, created not by territory but by family (born and chosen), storytelling and solidarity.”
— KALIANE BRADLEY, New York Times bestselling author of The Ministry of Time

“What a pleasure it was to read this book. Homebound’s radiant heart and the sure-footed clarity of Elan’s prose seduced me from the first page. It's the kind of scope and pleasure that, forgive me for using the shorthand of comparison, reminds me of the novels of Emily St. John Mandel, Rachel Kushner, and Daniel Mason.”
KELLY LINK, Pulitzer Prize finalist for The Book of Love

Homebound’s multiple narratives gloriously span centuries into the future to chart the voyages people take to find connection and community. Portia Elan’s ingenious novel is a puzzle-story, a nostalgic ode to 80s video games and punk rock, and a speculative look into the ways technology has reshaped longing. You need to read it!” 
— KEVIN CHONG, Giller Prize-shortlisted author of The Double Life of Benson Yu

“On a far-future Earth where oceans cover the globe, a sailboat captain reluctantly takes on new passengers to pay off a debt. In 1980s America, a young college student grapples with her uncle’s death while struggling to envision a future for herself. In the late twenty-first century, a scientist uncovers something astonishing. Beautiful, enthralling, and hopeful, Portia Elan’s Homebound imagines humanity’s future transformed by climate collapse, where the odds of survival are slim, and every choice has a price. Shifting effortlessly between the fragility of ecological webs and artificial intelligence to the raw emotion of punk rock and the formative power of computer games, Elan’s novel asks us to consider the value of hope and storytelling in the face of uncertainty. With lyrical prose and sweeping imagination, Homebound is a moving, insightful story of wayfinding and what it means to come home. There are scenes in this book that will live in my heart forever.”
— LOGHAN PAYLOR, critically acclaimed author of The Cure for Drowning

"Homebound is the most original and arresting novel I’ve read in a very long time. Elan has created a century-spanning epic that’s also an utterly intimate story of love, loss, and found family. What a joy; what a marvel."
— ANNA NORTH, author of Outlawed and Bog Queen

“Inventive and full of feeling. New insight into queerness and computer games unlocked.”
— MAGGIE THRASH, author of Rainbow Black

“Portia Elan’s debut is a gentle hymn to found families. . . it's the sort of book that might have kept my younger self company. I'm glad this generation will have it.”
The Guardian

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