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Poberailo
·11 min read

Interactive Film Tools Compared (2026)

Which tool should you use for an interactive film? This guide compares what I have worked with or evaluated for production: Stornaway, CtrlMovie, Unity with Naninovel, the design-phase tools Arcweave and Twine, and my own FMV Builder. Prices and export targets were checked on the official sites on 30 September 2026; where a vendor hides pricing, I say so instead of guessing. One disclosure up front: FMV Builder is a tool I build myself — that section is written with the conflict in plain sight.

How to choose

Four questions sort the field faster than any feature grid. Where must it play — a web page you can link, a PC or console build, or a cinema screen with a professional playback system? Do you want to write logic, or click logic? What kind of branching — switching between pre-made clips, or an engine computing scenes around video inserts? And who is paying, for how long, and with what distribution plan?

A few heuristics from production. A script that is mostly “the viewer picks a branch” fits a no-code video tool; the moment you want hotspots on stills, inventories, meters, or QTE with timing curves, you are in engine territory. Plan the graph in a cheap design tool before choosing the runtime — the graph survives tool changes, exports do not. And treat pricing pages as snapshots, not contracts: the figures below carry a check date for a reason. The structural questions behind the table are covered in Branching Narrative Structures; the format basics, in What Is an FMV Game.

Comparison table

Six tools, checked 30 September 2026 against their official sites:

ToolTypeExport targetsCode neededPrice (checked 30.09.2026)Best for
Stornawayno-code interactive video, browserweb; Unity/Unreal export paths on paid tiersnofree tier; Indie £35/mo (£350/yr); Pro £80/mo (£800/yr); enterprise customshipping a clickable web film fast
CtrlMovie Editorprofessional real-time branching systemcinema screenings, app-based playback (Late Shift, The Bunker)no (pro system)no public price — licensing via salesfunded productions with theatrical plans
Unity + Naninovelgame engine + visual-novel pluginPC, consoles, mobileyes — C# or visual scriptingUnity Personal free (<$200k revenue); Pro $2,200/yr; Naninovel $80 one-timeFMV games on PC/console
Arcweavebranching story mapperdesign exports, no runtimenofree tier; Plus £10/mo; Professional £25/moplanning the graph before production
Twineopen-source hypertext toolHTMLnofree, open-sourcetext prototyping; learning branching
FMV Builderauthoring studio for interactive films and VNsweb ZIP; offline Electron buildnopre-release — no public pricingdirector-authored FMV in one room

Stornaway

The fastest route from a finished script to a clickable film on the web. Stornaway is browser-based and no-code: you upload clips, connect them into islands and paths, and the player switches between pre-made branches. Export targets, per the official site: the web as the standard destination, with Unity and Unreal export paths on the paid tiers — a bridge into engine territory if a project grows. Pricing at check time: a free tier, Indie at £35/month (£350/year), Pro at £80/month (£800/year), enterprise custom.

The company publicizes case studies with interactive-film director Paul Raschid, which tells you the intended altitude: streaming-style interactive video with professional crews. Where it stops: anything beyond video switching. Inventories, spatial puzzles, meters, state that survives across scenes — that is engine work, and Stornaway does not pretend otherwise. For a first interactive film with real footage and a web release, it is the shortest path I know.

CtrlMovie

The professional end of the market. CtrlMovie is the authoring and playback system behind Late Shift (2016) and The Bunker; its official editor page positions it for real-time branching playback, cinema-grade screenings, and app layers with mobile sync. There is no public price — licensing goes through sales — and that tells you the tier: funded productions with theatrical or platform ambitions, not solo creators.

What you pay for is the invisible part: playback that switches branches in real time at cinema scale, and the operational discipline of screenings where an audience votes or apps steer the film. If your distribution plan includes a cinema with a live audience, start that conversation early. If your plan is a web link or a Steam page, this is not your tier — and no feature list will make it one.

Unity + Naninovel

The engine route buys everything video-switching cannot do: hotspots on stills, QTE with timing curves, inventories and meters, state that persists, and export to PC, consoles, and mobile. Unity’s pricing at check time: Personal is free for creators under $200,000 of revenue in the last twelve months; Pro is $2,200 per seat per year. Naninovel — $80 one-time per its official site — is the shortcut for dialogue-heavy projects: a visual-novel framework inside Unity, with branching scripts, speakers, and endings as first-class objects.

My own FMV-01 uses Unity without Naninovel: a custom graph of five node types — dialogue, choice, still, cutscene, ending — authored as ScriptableObject data, because the hotspots-on-stills interaction and the hire-or-walk fork needed tighter control than a VN template. The working stack is documented in the first devlog. The price of the engine route is engineering: C# or visual scripting, asset pipelines, build maintenance. It is the right route when interaction design, not authoring speed, is the project’s centre of gravity.

Arcweave and Twine for prototyping

Neither tool plays your footage — both save you from the mistake that kills FMV projects: shooting before the graph is understood. Arcweave is a branching-story mapper: boards, components, connections, with export for design documentation. Pricing at check time: a free tier, Plus £10/month, Professional £25/month. Twine is free, open-source, and publishes to HTML — the standard first stop for learning branching by writing it.

The division of labour I recommend: Twine for text drafts and learning the shape of a story; Arcweave when the graph outgrows a text outline and needs boards, groups, and shared vocabulary with a crew. Restructuring a graph in either tool costs nothing; restructuring a shot list costs a reshoot. In my teaching I start students on Twine and move them to Arcweave or engine graphs once the fork count stops fitting a screen.

FMV Builder

Disclosure first: I build FMV Builder, so this is the least neutral section on the page. What it is: an authoring studio for interactive films and visual novels. Acts, scenes, and episodes live in a bin; each scene is a graph (Enter → Moments → End); the FMV mechanics — dialogue choices, QTE, hold, explore, items, dialogue trees — attach to moments on the scene spine; a timeline with audio tracks and a viewer with inventory, meters, and a diegetic mode complete the room. Projects validate and export to a web ZIP or an offline Electron build.

Status: pre-release, in internal testing — there is no public pricing and no launch date to promise. Who it is for: director-authored projects where one person wants to hold film and interaction in the same room, the workflow my FMV-01 prototype grew out of. The honest comparison: Stornaway will get a web film out faster today; FMV Builder aims at keeping the whole production — video, stills, hotspots, mechanics, novel — in one authored space. Details and screenshots are on the FMV Builder page.

My workflow on FMV-01

In practice the tools compose rather than compete. On FMV-01 the sequence is: sketch the graph before shooting with hubs marked, so forks stay narrow; write the script branch-aware; shoot for branches — coverage per fork, not per scene; shoot stills with planned hotspots; encode clips with transition speed as the metric, because codec choice is a design decision; assemble the graph as ScriptableObject data with five node types; playtest forks with fresh viewers; keep one source of truth for state.

FMV Builder exists because this process kept reassembling itself across different programs — the tool is the pipeline made explicit. If you are starting today: plan the graph cheap, pick the runtime by distribution target, and shoot only after the forks are narrow. The craft details live in the FMV-01 devlog; the prototype itself is on its project page.

Prices at a glance (checked 30 September 2026)

All figures from the vendors’ official pages on the check date; “custom” means no public price:

ToolFree tierPaid
StornawayyesIndie £35/mo (£350/yr); Pro £80/mo (£800/yr); enterprise custom
CtrlMovie Editor—no public price; licensing via sales
Unity + NaninovelUnity Personal free (<$200k revenue)Unity Pro $2,200/yr per seat; Naninovel $80 one-time
ArcweaveyesPlus £10/mo; Professional £25/mo
Twineyesfree, open-source
FMV Builderpre-releaseno public pricing

FAQ

What software do I need to make an interactive movie?

It depends on the destination: for a web film without code — Stornaway; for a PC or console FMV game — Unity (with Naninovel for dialogue-heavy projects); for cinema-grade screenings — CtrlMovie. Plan the graph first in Arcweave or Twine. Prices verified 30 September 2026.

Can I make an interactive film without programming?

Yes. Stornaway is no-code by design, and FMV Builder (my own tool, pre-release) targets the same no-code authoring for film-plus-VN projects. Both trade engine-level flexibility for authoring speed.

How are FMV games made?

Footage is shot with branching coverage, stills are framed with planned hotspots, and everything is assembled as a graph of clips and choices encoded for fast transitions. The full working stack of one production is documented in my first devlog.

Stornaway vs Unity: which is better?

Different jobs. Stornaway ships a clickable web film fast with video switching; Unity gives engine-level control — hotspots, state, QTE, console exports — at the cost of code and build maintenance. Choose by distribution target, not by feature list.

Which tools work for FMV games on PC or console?

The engine route: Unity with Naninovel or a custom graph like my FMV-01. Stornaway offers Unity and Unreal export paths on paid tiers, but the gameplay layer still lives in the engine.

How much does interactive film software cost?

Verified on official sites on 30 September 2026: Stornaway free / £35 / £80 per month; Arcweave free / £10 / £25 per month; Naninovel $80 one-time; Unity Personal free, Pro $2,200 per year; Twine free; CtrlMovie has no public price.

What is FMV Builder and who is it for?

My authoring studio for interactive films and visual novels — branching editor, FMV mechanics, timeline, web and offline export. Disclosure: I build it. It is pre-release, so today Stornaway is the faster no-code path to the web.

Яким інструментом зробити інтерактивний фільм без програмування?

Stornaway — найшвидший шлях у веб без коду; мій FMV Builder (пререліз) теж про авторство без програмування, але поки у внутрішньому тестуванні. Для ПК і консолей без коду не обійтися — там Unity чи Unreal.

About the author

Sasha Poberailo (Oleksandr Poberailo) is a producer, filmmaker, and researcher of interactive cinema, a Doctor of Arts and lecturer at the Kharkiv State Academy of Culture (KhDAK). He builds FMV Builder and the FMV-01 prototype on Unity and teaches interactive cinema and AI methodologies. About · ORCID · ResearchGate

Sources (official tool pages)


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