Spoilers below!
In this particular adventure, there are no steam punk elements that really clamor for screen-time. What really comes front and center are:
- nobles/politicians from a variety of different countries/backgrounds (the particulars of these backgrounds aren't essential, so long as everyone has different accents and comes from opposing cultures/worldviews that can breed distrust)
- a magically-unstable natural environment with weird pokemonesque animals
- a Frankenstein's monster sort of thing (I will posit that flesh golems are core enough to DnD to not qualify as steam punk)
These need to be supported if you want to use the heart of the adventure.
The only bugaboo the covert arms sale. By the module, the "thing" being sold is very steampunky (but in a Spelljammer sort of way). If you're down with Spelljammer, just keep it! Else, you just need to change the McGuffin to something more fantasy. Anything would work. The item in question isn't intended to be used until the follow-up adventure (which isn't out yet, but probably wouldn't work with your world). Off the cuff, I'll recommend substituting in a Pandora's Box type artifact filled with terrible secrets but opening it would be perilous.
Some prominent characters use firearms. You can just make those autocrossbows or something.
There's some explosives, but those can be alchemical.
Many of the characters otherwise may
reference steam-punky elements. But they are just background flavor and don't impact the on-screen narrative, and are easily elided.