Mindful Monsters · Inside Voices · Galaxy Brain Chronicles · The Jungle Detective Files · World Explorer Challenge · Junior Detective Academy · The Cartographer's Curse
In the World of Emotia, each monster learns what their feeling is trying to tell them. Six PAUSE & FEEL moments in every story link to activities in the companion workbook.
Wobbly learns a simple three-step pause to calm his worries, a gentle adventure that helps children understand and manage big feelings.
Blaize learns to notice the heat before it becomes a storm, and discovers that anger is a messenger. A warm, honest story about what sits underneath our biggest, loudest feelings.
Murky learns that sadness is a tide, not a hole, and that it moves more easily with company. A gentle story about grief, change and missing someone.
Gleam learns that real joy isn't the same as always looking fine, and that asking for help doesn't put your light out.
The activity book that goes with all four stories. Every PAUSE & FEEL moment has its own page to draw, write, breathe and notice.
Each novel tells one story from two sides, and ends with a guide for kids and a guide for parents on the topic it covers.
Maren just wants to survive her first week without becoming anyone's punchline. Dev just wants to stay out of it. When a joke in a group chat spirals, both of them have to face what they did, and what they didn't do.
Julian has never turned in a win that felt like enough. Nadia has never said no to anyone. Heading to the same competition, both find out what chasing "enough" has cost them.
Sadie and Camille were best friends since sixth grade, until they weren't. When Sadie finally sends the honest message, it sits there: Read 8:47 PM. No reply.
Miles can't hold a five-step instruction in his head. Iris has never once failed to prepare, and her hands still shake. Lab partners neither of them chose, each sure the other has it easier.
One journal for every topic in the series, with quotes from the books, guided prompts and a check-in scale for each. Works with any Inside Voices book, or on its own.
A STEM space adventure on Orbital Station Kepler-7. The codes to unlock the final chapter are hidden inside seven puzzles, at three levels: Cadet, Astronaut and Commander.
Are you ready to use your brain to save the crew? Logic, maths and science skills are their only hope. No fighting required: only the sharpest minds win.
Solve the 7 Power Codes to unlock the sealed final page. Puzzles come in three levels, so younger and older readers can work side by side.
An interactive STEM mystery set in Ghana's forests. At seven critical moments the story stops until the reader cracks the evidence file in the companion workbook.
Twelve-year-old Amara has been tracking the disappearances for weeks. Suspicion is not proof. Evidence is proof, and the detective can't close the case without you.
Real investigative puzzles: track analysis, cipher decoding, map reading, suspect profiling and logical deduction.
Zara has been chosen by the secret World Explorer Guild. At eight moments the chapter locks until the reader proves real knowledge of that country, at Cadet, Field or Master Explorer level.
Japan, Brazil, Egypt, India, Norway, Kenya, Peru and Australia. Zara can't complete a single mission without the reader's help.
Country briefings, map reading, coordinates and data puzzles across three tiers. Collect all eight stamps to unlock the Guild Induction Ceremony and the Master Explorer Certificate.
The academy rule: a good detective never ignores anything. The answer is always already in the room.
Twelve-year-old Ivy Calloway's first case looks simple: observe, record, don't touch anything. Then a lighthouse signal, a hidden-past antique and a librarian's pencilled messages point to a mystery thirty years in the making.
The detective's dossier: 5 dossiers, 15 puzzles, 1 mystery to solve. Gather evidence, analyse the clues and name the thief.
An interactive puzzle mystery about maps, codes and a family secret. Locked maps in the story open only when the reader solves the matching puzzle in the Quest Book.
Twelve-year-old Mira inherits an atlas from her grandmother, a Cold War mapmaker. Every map in it is wrong on purpose, and a thirty-year-old message is hidden across forty of them.
Decode forty ciphers, master the coordinate grids and find the missing volumes before Grandmother Voss's secret is lost forever.
Ezra Voss doesn't believe in magic. Then, in his grandfather's workshop in Portugal, he finds the Unmade Coast: a living map where rivers are made of memory, waiting for someone to finish it.