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Fusion (Steven Barnes) Books in Order

Part ofSteven Barnes Books in Order

Browse Steven Barnes's Fusion books in order, with summaries, series background, and a quick guide to where to start.

Last updated: July 3, 2026

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Fusion (Steven Barnes) books in publication order

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Fusion: The Soulstar Commission

by Steven Barnes

2014

The cargo ship *Tsunami* takes dangerous jobs because its crew is built for trouble. When a routine run turns into a mystery with no simple cargo at all, the whole mission starts to come apart.

Fusion (Steven Barnes) books in chronological order

  1. Book cover for "Fusion: The Soulstar Commission"

    Fusion: The Soulstar Commission

    by Steven Barnes

    2014Fusion, Book 1

Series background & context

Fusion is Steven Barnes doing space opera in graphic-novel form, and the tone is looser and more swashbuckling than some of his darker fiction. The central idea is a good one: the Tsunami is a cargo ship that takes dangerous jobs because its crew is built for jobs nobody sensible would want. Transporting freight sounds ordinary. The people doing it are not.

That crew is the series.

Captain Indio Tremaine is human, and so is first mate Dow Cook, a hard-to-kill gambler with exactly the kind of energy that tells you trouble will not stay theoretical for long. Around them is a crew of engineered beings with claws, fur, wings, instincts, and talents that make the ship feel less like a clean military unit and more like a found-family freelancer outfit. That blend gives the book its personality.

The stakes come from missions going sideways. A delivery turns into a trap. A cargo problem turns out not to be about cargo at all. Because the Tsunami works the edges of respectability, the crew is always close to the kind of people who use law, violence, or corporate leverage as interchangeable tools. That keeps the action moving without needing a giant chosen-one mythology to prop it up.

There is also a rough charm to the setup. Fusion belongs to the branch of space adventure where competence matters, banter matters, and the ship itself feels like a workplace as much as a legend. The worldbuilding is not there to overwhelm you. It is there to throw interesting jobs and bad decisions at a memorable crew.

Scrappy, strange, and built to move.

If you enjoy team-based SF where personality is as important as hardware, this series is worth a look. It has the feel of a risky freelance run in deep space, with just enough oddness in the crew to keep every assignment from turning into routine transport work.

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