ID: INTERVIEW · AUSTRIA

Relinquo.

A film in your mind.

Relinquo on cinematic techno, sound worlds drawn from history and mythology, and telling stories on the dance floor.

Michael Astl · Relinquo
Relinquo · Portrait 2 by Claudia Müllner.
Photo: Claudia Müllner

With “Imperium Romanum”, Relinquo found a name for his own sound: cinematic techno. His tracks enter historical and mythological worlds, but their stories also have to work in a club. Michael Astl explains how subjects become specific sounds, what Alena Noctis brought to “Desert Moon”, and why other people’s productions give his own tracks room within a set.

Relinquo is a Vienna-based producer and composer combining cinematic sound design with driving percussion, basslines and techno. He answered our five questions on 5 November 2026.

01 / IN CONVERSATION

Finding his own sound

Looking back from “Departure” and “Imperium Romanum” to “The Council”, when did you first think: this really is my own sound? What had you found that you had been looking for?

My first release, “Departure”, was more of a trial run for me at the time. I still wasn’t sure where exactly I wanted to take my music. But I had been a fan of film scores and the big, epic moments they accompany on screen all my life. With “Imperium Romanum” and every release that followed, I found my sound: cinematic techno. That also made my goal clear: I want my listeners to feel like the protagonists of a film, whether they are on the dance floor or walking through a park with headphones on.

02 / IN CONVERSATION

Two sides within one track

Relinquo behind the decks, photographed by Felix Kohlschütter.
Photo: Felix Kohlschütter

You describe two opposing sides meeting in the orchestral section of “The Council”. How can we hear that contrast? Was there a decision while writing it that suddenly made the scene work for you?

In the break of “The Council”, the instruments and synthesizers come up against the choirs and vocals. These elements represent two different sides fighting for the upper hand in an epic duel. At one point the instruments and synthesizers are brought to the foreground, then the choirs and vocals, without the track choosing a particular side. Ultimately, the piece describes the eternal struggle of good against evil. In doing so, “The Council” explores the philosophical question of how it is often impossible to decide which side is good and which is evil.

The most important thing for me in every project is that the track tells a story from beginning to end.
03 / IN CONVERSATION

Stories before the first sound

Very different worlds appear in tracks such as “Edo”, “Ramayana” and “Valhalla”. How do you approach a subject before choosing the first sound? How do you know it really shapes the music rather than simply providing a suitable title?

I’m a big fan of history, mythology and other cultures in general. That is exactly what my tracks reflect. Each project starts with a new enthusiasm for a particular subject. The idea for “Valhalla”, for example, came from a strong interest in Norse mythology and a few conversations with people I know who live in Scandinavia. Similarly, the foundation for “Edo” emerged during my first trip to Japan.

At the first stage, I always engage with a particular subject on several levels, through films, games or travel, for example. Inspiration usually follows, and I then look specifically for sounds that fit the subject. I don’t limit myself to the usual synthesizers or libraries; I look for authentic sounds instead. In “Valhalla”, for example, I included various Viking-era instruments such as tagelharpa, flutes and drums, and even the sounds of old shields and chains.

The most important thing for me in every project is that the track tells a story from beginning to end. For me, “Edo”, “Valhalla” and “Ramayana” are not simply names, but always the embodiment of my artistic expression.

04 / IN CONVERSATION

Cinematic meets acid

Relinquo behind the decks, photographed by Felix Kohlschütter.
Photo: Felix Kohlschütter

You made “Desert Moon” with Alena Noctis. How did you develop the musical idea together, and what did she bring to the track that you probably would not have arrived at alone?

Alena and I had been DJing together on and off for quite a while, so a track together was only a matter of time. The idea for the track itself came after we went to a Hans Zimmer concert together. Full of inspiration from that evening, we wanted to combine my cinematic techno with her love of acid techno.

So the acid and the darker groove come more from Alena, while the epic part comes more from my side. One important thing Alena kept reminding me of while we produced “Desert Moon” together is that fewer elements in a track often end up being more.

05 / IN CONVERSATION

Keeping the story in the set

Your tracks are meant to tell their own stories, but in a DJ set they sit alongside very different music. How do you include them without losing that story? Can you describe a moment in a club that changed how you thought about one of your own tracks?

In my view, that is one of the important qualities of a good DJ: taking the audience on a journey throughout the entire set. My productions thrive on emotional moments, big build-ups and intense drops. I also see my discography as a whole as a journey from the past into the distant future.

That doesn’t mean I only play my own productions every time. I take enough time to prepare my set for each performance and almost always include lots of tracks by other artists. I try to tell a particular story or explore a theme over several tracks without losing sight of the set as a whole. Interestingly, this is often where I need other people’s productions with shorter breaks and fewer elements, to create some variety alongside my own tracks.

I have had many moments in clubs that changed how I thought about my tracks, especially when testing new tracks for the first time and seeing how well they can be integrated into sets. That is often when you notice that a break should perhaps be a little shorter after all, or that a drop sounds better with fewer elements.

With “Ice & Fire”, for example, I worried that the break might be a little too long and experimental. But during the first test, I realised I could take the audience into exactly the moment I had experienced and felt myself while producing it.

Interview by email · Editorial and image art direction: SCENE:ID. Claudia Müllner · Felix Kohlschütter