Cases solved
One badge per case Iris closes. Hemlock Island. The Mansion. The Mayan UFO. Trade them at the back of the book.
An interactive mystery adventure where you decide what Iris notices, who she trusts, and which lead she follows. Every choice changes the case. Three books, one detective, hundreds of ways to crack it.
Every IF/THEN book is a real novel with branching paths built in. Read forward, make a choice, the story remembers. Some endings reward you with a solved case. Others leave the case open, and Iris remembers, too, in the next book.
An IF/THEN book is structured like a map, not a hallway. Every chapter ends with a real choice, not a fake one. The choices change the story in ways that compound: who Iris trusts in chapter three changes who'll talk to her in chapter nine.
Each book has multiple full endings. Some are wins. Some are honest losses. Some unlock achievements that carry into the next book in the series.
Reading time is roughly 4–6 hours per path. Most readers play through twice or three times to see how the case could have gone differently.
Every IF/THEN book includes an achievement system: case files you can collect, ranks you can earn, secret endings you can unlock by playing differently. Carry them forward in the series.
One badge per case Iris closes. Hemlock Island. The Mansion. The Mayan UFO. Trade them at the back of the book.
Hidden clues across each book. Some are obvious. Most aren't. Collect all of them and the final chapter reads differently.
Junior, Senior, Lead. Your rank carries from book to book. Higher ranks unlock tougher cases, and the option to disagree with Iris herself.
Three to five hidden endings per book. Reach them by playing differently than you did the first time. Most readers find one. A few find them all.
Iris Blackwood leads the imprint. Two more lines sit alongside her, different ages, different genres, the same branching form.
An interactive mystery adventure series for young readers ages 9–13. A young detective, real cases, hundreds of ways through each book. Genre-grounded, character-driven, achievement-tracked.
Browse the series →Interactive fiction for older readers. Crosses genres freely: sci-fi, horror, western, literary. The format is the same; the stakes are higher, the characters more complex, the moral terrain less certain. Ages 14–17.
Public-domain classics rebuilt as interactive fiction. The source material you know; the branching paths you don't. Ages 10–13.
If you're the parent, grandparent, teacher, or librarian doing the buying, here's what's actually in your hand.