Ukraine, Lviv region
Market: Entertainment, Mobile applications
Project stage: Prototype or product is ready
Also this project:
- Find investments
- Participate in the Unicorn Battle
Idea or High Level Concept
The Readlle is an interactive story-driven puzzle experience that combines a digital book with a mobile app. The first person to uncover the full solution wins a real-world reward.
Territory of the product or service implementation
Global (world)
Traction and Current Status
The project is currently at the prototype stage.
A fully developed concept has been created, including the first part of the book (18–20 pages), visual assets, and key puzzle mechanics. A pitch deck, landing page, and concept trailer have also been completed to demonstrate the experience.
The mobile app is defined at the UX/UI level, with core features such as answer input, progress tracking, and leaderboard already designed.
Problem or Opportunity
Traditional books are passive experiences, offering limited engagement and no interaction beyond reading. At the same time, users are increasingly drawn to interactive formats such as games, escape rooms, and digital experiences.
The Readlle addresses this opportunity by transforming reading into an interactive, puzzle-driven experience, where users actively engage with the story and compete in a global challenge. This creates higher engagement and a stronger willingness to pay compared to traditional books.
Solution
The Readlle is a hybrid product that combines a physical book with embedded puzzles and a companion mobile application.
Readers follow a story while solving hidden clues, entering answers into the app to track progress and unlock new layers. A global leaderboard adds a competitive element, turning the experience into a real-time challenge.
This approach transforms passive reading into an active, engaging, and replayable experience, solving the problem of low engagement in traditional formats.
Customer Segments and Market
The target audience includes readers aged 16–45 who enjoy mystery, puzzles, escape rooms, and interactive experiences. This includes fans of detective fiction, gamers, and users of story-driven apps.
The global book market exceeds $100B, while the gaming market exceeds $200B and continues to grow. The Readlle operates at the intersection of these industries, targeting a rapidly growing segment of users seeking interactive and hybrid entertainment formats.
The initial focus is on English-speaking markets (US, UK, EU), with potential for global scalability through digital distribution.
Revenue Streams and Cost Structure
The primary revenue stream is the sale of the digital book as a premium product.
Additional revenue streams include pre-release sales, future puzzle expansions, and advanced features within the companion app (hints, additional attempts).
The business model allows for scalable growth through repeat purchases (sequels, new stories) and digital monetization.
The current funding round of $95,000 is planned to cover product development, app development, production, and marketing.
Business Model, Chanells, Metrics
The Readlle follows a hybrid business model combining product sales with a scalable digital platform.
Distribution channels include online sales (website, marketplaces), social media marketing, and partnerships with influencers and communities interested in puzzles and mystery content.
Key metrics include number of books sold, user engagement in the app, completion rates of puzzles, and participation in the global challenge.
Competitors and Existing Alternatives
There are no direct competitors combining storytelling, puzzles, and a real-time global challenge.
Indirect competitors include traditional puzzle books, escape room experiences, and story-driven games. However, these alternatives lack integration between physical and digital formats and do not offer a shared global experience.
The Readlle differentiates itself by combining narrative, gameplay, and competition into a single product.
Advantages or differentiators
The Readlle combines multiple formats into a single integrated experience: a digital book, puzzle mechanics, and a mobile app.
Key differentiators include a global real-time challenge, competitive leaderboard, and the integration of story and gameplay.
The concept is designed as a scalable platform, allowing future expansion into new stories, challenges, and digital features.
Risks
Key risks include execution risk (development of the app and product), market adoption of a new format, and competition from established entertainment products.
There is also a risk that users may not fully understand the format initially, requiring effective communication and marketing.
These risks are mitigated by strong concept validation, clear positioning, and scalable product design.
Money will be spent on
The investment will be used for:
— App & backend development — Book production and integration — Website development — Marketing and PR — Operations and support — Legal and administrative costs
Additionally, part of the funds will be allocated to the prize pool for the global challenge.
Offer for investor
The investment terms are open for discussion.
The founder is flexible regarding the structure of the deal and is open to negotiating equity share based on investor involvement and strategic value.