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What software is used to make interactive books?

If you’ve ever scanned a kid’s tablet and watched them giggle as a character in a story blew up a virtual balloon, tapped a hidden door to unlock a new page, or dragged a firefly to light up a dark forest, you’ve dipped into an interactive book. As someone who sells these books (y’know, the actual interactive ones, not just PDF picture books with a few clickable links), I get asked all the time: “What software even makes these? It’s not like typing in Word, right?” Let’s break this down, no stuffy jargon, just the real tools we use day to day—and why picking the right one isn’t just about coding, it’s about keeping the magic for little readers (or big ones, no judgment, interactive books for adults slap too) intact. Interactive Books

First off, let’s get one thing straight: interactive books aren’t for every software. If you think you can knock out a whole interactive story in Google Docs, think again. You need tools that handle moving parts, user choices, audio, video, and that whole “your click changes the next line” vibe. Some are built for total beginners, some are for coders who live and breathe GitHub, and a lot of us mix and match because no single tool does everything perfectly. That’s the tea, trust me.

Let’s start with the big one that’s been a game-changer for small to mid-sized teams like ours: Adobe InDesign. Wait, I know what you’re thinking—“Adobe? That’s for designers, right?” Hear me out. Before we switched, we were using a messy mix of Canva templates and basic HTML builders that kept crashing when we added a sound effect. InDesign has this wild, underrated feature called EPUB Interactive. It’s not new, but it’s gotten so good in the last couple years that it’s our go-to for 70% of our kid’s book line. Here’s how it works: you lay out your pages just like a regular book—text, images, that soft watercolor style you love for picture books—then you add “interactive elements” with a few clicks, no fancy code. Want a button that plays a puppy bark when tapped? Just draw the button, link it to an audio file, and boom. Want to make a character’s hat move when you drag it? Add a “motion trigger” and set the path. The best part? It exports natively to EPUB3, which is the standard for most e-readers, tablets, and even Apple Books. No extra converting, no glitches where the button shows up in the wrong spot. The only downside? It’s a subscription, and if you’re someone who’s never opened Adobe in your life, the learning curve is real—like, first few projects we had a designer spend 10 extra hours just figuring out how to link audio to a tap. But once you get the hang of it? It’s smooth sailing, and the final product feels like a real book, not a cheap app.

Next, for when InDesign hits its limits—like when we need to make interactive books that have branching storylines, not just “tap here for a sound.” A branching story is when a reader’s choice changes the whole plot, right? Like, do you let the cat out the window, or feed it a snack? That’s where Twine comes in. Wait, Twine? The text-based tool people use for indie games? Yeah, that’s us, when we need a story with more depth than 10 pages. Twine is totally free, open-source, and made by people who just love interactive storytelling, no corporate red tape. The whole thing is based on “passages”—you write a section of the story, then link it to other passages with a simple line of text, like [[Feed the Cat]] or [[Let the Cat Out]]. It’s super easy to learn—my part-time graphic designer picked up the basics in a single weekend. The catch? Twine is text-heavy, so if you want to add illustrations, audio, or fancy animations, you have to tweak the code a little. We usually pair Twine with a tool called SugarCube, which is a “story format” that makes adding images and audio way simpler without coding from scratch. Last year we made a little dog-themed interactive book for animal shelters using Twine, where readers could choose different ways to care for a puppy, and it’s been our top-seller for a year straight. No subscription, no hidden fees—just pure, creative control.

Now, if you’re going full-on mobile app-style interactive books—think ones that have mini games, video clips, AR (augmented reality) stuff—you’re gonna need something more powerful. For that, we use Unity. Wait, Unity is for video games, right? Exactly. That’s why it’s perfect for the more complex projects. A while back we did an interactive book about space for a museum program, where kids could “land” a rocket ship, drag constellations into place, and watch a short video about the moon. There’s no way we could pull that off with InDesign or Twine without it feeling clunky. Unity lets you build actual 2D and 3D environments, add physics (so when you tap a rocket, it moves realistically), and integrate with phone features like the camera for AR—you can point your phone at a poster and the interactive book’s alien pops out, that kind of thing. The downside? Unity is a whole beast. It’s built for game developers, so if you don’t know basic C# coding, you’re gonna need a dev on your team. We have a part-time developer who handles all our Unity projects, and it’s worth every penny. It also exports straight to iOS and Android apps, so the book feels like a native experience, not just a website that works on phones. The only thing to watch out for is Unity’s pricing—if you make under a certain amount per year, it’s free, but once you hit that threshold, you have to pay a license fee. For a small supplier like us, that works out because we only use Unity for a couple big projects a year.

Wait, I can’t skip over the tools for beginners or teams that don’t have a big budget. A lot of self-publishers or small schools we work with use Canva’s interactive toolset. Yeah, Canva—the one you use for Instagram posts. You can make whole interactive books right in Canva now, adding clickable buttons, audio, even simple animations. It’s so easy—drag and drop pages, add your text and images, click “interact” and pick what happens when someone taps: play audio, go to another page, even open a link. Last month a local elementary school bought a bunch of our bulk interactive books and used Canva’s tools to make their own supplementary ones about the solar system. The only catch? Canva’s interactive books don’t work as well on all devices, and they don’t support the deep branching storylines or complex elements that Unity does. But for simple, 10-page books with sound effects and basic navigation? It’s unbeatable for the price (many parts are free, paid plans are super cheap).

Now, let’s talk about what we actually use day to day, as a supplier, not just hobbyists. We don’t pick one tool and stick with it—we mix and match, because each project is different. For our regular line of picture books (ages 2-7), mostly InDesign. It’s fast, the export is reliable, and the designers we work with already know it, so we don’t have to spend extra time training. For our middle-grade branching story books (ages 8-12), Twine with SugarCube. It keeps the story focus where it belongs, and we can add fun illustrations without overcomplicating the tech. For our special projects—like the museum space book, or an upcoming one about rainforests with AR—Unity, obviously. We also use some smaller tools for extra stuff, like Audacity to edit our audio clips (no one wants a background noise in a kids’ book, yikes), and Figma to map out all the interactive button placements before we even start building, so we don’t have to go back and redo pages later.

Wait, a lot of people ask if there’s a “one size fits all” tool, and the answer is no, not really. I’ve seen people waste months trying to make a complex branching story in InDesign, and it turns out clunky, and I’ve seen people use Unity to make a simple 10-page sound book, which is like using a sledgehammer to open a soda. It’s all about matching the tool to what you need. And that’s the biggest secret of interactive books that no one tells you: it’s not the software that makes it good, it’s the story. If you have a boring, predictable plot, even the fanciest Unity AR book will flop. The tools are just the way to make the story feel fun and personal, not a replacement for good writing.

As someone who’s been selling interactive books for a few years now, I can say the market is blowing up. More and more schools are using interactive books for remote learning, more parents are buying them for road trips to keep kids engaged, and even adults are getting into the branching story ones. But that means the tools are getting better too—InDesign added more interactive features last year, Twine has easier exporting, even Canva is upping its game. We’re already testing a new tool called Publishizer, which is built specifically for interactive books, no need for extra plugins or code, and it works on every device. Early tests are good, but we’re still sticking to our mix of tools for now.

If you’re here because you’re looking to buy interactive books in bulk, or you have a project you want to partner on, hit us up. We can talk about what tools we use to make our books, why that matters for quality, and even help point you in the right direction if you want to make your own. Whether you’re a school needing custom learning books, a brand wanting a branded story, or just someone who loves interactive books as much as we do, we’re here to chat. No pushy sales stuff, just a group of people who care about making stories that feel special.

Educational Puzzles References
Adobe InDesign Interactive Features Overview. Adobe Inc.
Twine Official Documentation. The Twine Project.
Unity for 2D Interactive Books. Unity Technologies.
Canva Interactive Books Guide. Canva Pty Ltd.
SugarCube Story Format Documentation. The SugarCube Project.


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