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Make an autobattler with AI: build the team, then let it fight

An autobattler is a game of preparation. Between rounds you buy units from a shop, merge copies to make them stronger and place them on a grid; then the fight plays out without you. Tyrbo builds that loop with you, from the shop odds to the synergies that make a team click, and lets you watch the result on your phone.

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We are letting makers in a few at a time. One email when your spot opens.

  • Card battler and autobattler game concept art in the gilded fantasy lookCard battler and autobattler · Gilded fantasy
  • Card battler and autobattler game concept art in the painted storybook lookCard battler and autobattler · Painted storybook
  • Card battler and autobattler game concept art in the anime bright lookCard battler and autobattler · Anime bright
  • Card battler and autobattler game concept art in the bright and bold lookCard battler and autobattler · Bright and bold
  • Card battler and autobattler game concept art in the ink sketch lookCard battler and autobattler · Ink sketch
  • Card battler and autobattler game concept art in the spooky cartoon lookCard battler and autobattler · Spooky cartoon
  • Card battler and autobattler game concept art in the clean neon lookCard battler and autobattler · Clean neon
  • Card battler and autobattler game concept art in the 16-bit pixel lookCard battler and autobattler · 16-bit pixel
Looks a autobattler game can start from. Pick one, mix two, or name your own.

The shop, gold and rerolls

The shop is where an autobattler is played. Each round you get gold and a row of units to buy. The tension comes from the rules around it:

  • how much gold each round pays, and whether banking gold pays interest
  • what a reroll costs, and how often rare units appear as you level
  • how many units you can field at once

The shop row, the team bench and the gold counter come from Tyrbo's tested card interface and HUD parts, so buying, selling and rerolling work from the first build. The odds and prices are numbers you can change by asking, or with sliders in a balancing panel inside your game.

Team composition: merges, tiers and synergies

What separates autobattlers from other card games is composition. Three copies of a unit merge into a stronger version, so you chase duplicates. Units belong to tribes or classes, and fielding several of one kind unlocks a bonus: knights gain armor, mages share mana, beasts hit harder together.

Plan those synergies with intent. Each one should suggest a different way to win, and a few units should bridge two of them. Describe your tribes and units in plain words, and the AI autobattler generator writes each ability and synergy bonus into the build. A helper that drops any unit into your shop lets you test a team in one round.

Positioning and the auto combat

Once the round starts, the player only watches, so the fight must be readable. Units attack the nearest enemy or follow simple targeting rules, abilities fire when their mana fills, and position decides who gets hit first. Tanks go in front, ranged units behind, an assassin that jumps to the back row changes everything.

Teams stand on the same tested grid part the engine uses for boards, which settles placement and range, and Tyrbo writes the combat logic to match your units. Ask for fights to be faster, for damage numbers to be clearer, or for a replay button that shows what went wrong. Watching a lost fight should teach the player something.

Make an autobattler without coding, built for solo play

Autobattlers made with Tyrbo are single-player: each round you face a computer-built team that grows stronger as the run goes on, and you lose health when you lose a fight. A run ends when your health runs out or you beat the final round. Leaderboards let players compare how far they got.

The game passes the same release checks as every Tyrbo build: no round that can stall, smooth on budget Android phones, wired for ads and purchases, a signed build you own. If you would rather play cards by hand each turn, the deckbuilder game maker covers drawing and deck building, and the strategy game maker covers broader planning games.

Start a autobattler game with one sentence

  • An autobattler of kitchen utensils where forks, spoons and knives merge into chef heroes
  • Fantasy tribes of elves, orcs and dragons on a small grid, merging three of a kind to upgrade
  • A deep sea autobattler where crabs tank, jellyfish sting and sharks dive the back row
  • Toy soldiers bought from a toy shop row, placed on a carpet grid to fight wind-up robots

From a sentence to your phone

  1. 1

    Describe it

    One sentence is enough. Say what you tap, what you dodge, what you win.

  2. 2

    Answer a few questions

    Each comes with our best guess picked, so most of the time you just tap Continue.

  3. 3

    See the plan

    A title, a pitch, every part of the game, and concept art, before anything is built.

  4. 4

    Play it today

    Scan the code and it runs on your phone. Change it by talking to it.

Built to ship, not just to prototype

Every game leaves the pipeline with all of this checked, not hoped for.

  • No soft-locks
  • Runs on low-end Android
  • Ads and purchases wired
  • Leaderboards live
  • A signed build you own

Questions people ask

What is an autobattler game?

A strategy game where you build a team between rounds by buying units from a shop, combining copies and placing them on a board. When the round starts, the battle plays out automatically. Your skill is in the choices you make before the fight.

Can my autobattler have online matches against other players?

No. Autobattlers built with Tyrbo are single-player, with opponents generated by the game. Players can still compare runs on leaderboards. Matches between people, online or on one device, are outside what this page promises.

Can I make an autobattler without coding?

Yes. Name your units, sort them into tribes and say how a fight should look. Tyrbo fills in the remaining choices with suggestions you can accept with one tap, lays out a plan with concept art for you to approve, and builds the game. Units and odds change by asking.

How many units does an autobattler need?

A playable first version works with a small pool, a few tribes of four or five units each. That is enough for synergies to matter. Once the shop and fights feel right, add tribes and units one at a time and test how they fit.

Your game is one sentence away.

Get early access

We are letting makers in a few at a time. One email when your spot opens.