Tyrbo Get early access

Make a dungeon crawler with AI, one floor deeper at a time

A dungeon crawler is about going down: room by room, floor by floor, with less health and better loot the deeper you get. Tyrbo builds top-down crawlers on its dungeon map recipe, with layouts that can change every run, and plans the monsters, traps and rewards with you. How cruel it gets is up to you.

Get early access

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

  • Top-down adventure game concept art in the 16-bit pixel lookTop-down adventure · 16-bit pixel
  • Top-down adventure game concept art in the dark pixel lookTop-down adventure · Dark pixel
  • Top-down adventure game concept art in the tiny 8-bit lookTop-down adventure · Tiny 8-bit
  • Top-down adventure game concept art in the painted storybook lookTop-down adventure · Painted storybook
  • Top-down adventure game concept art in the isometric tiles lookTop-down adventure · Isometric tiles
  • Top-down adventure game concept art in the gilded fantasy lookTop-down adventure · Gilded fantasy
  • Top-down adventure game concept art in the cozy cartoon lookTop-down adventure · Cozy cartoon
  • Top-down adventure game concept art in the tiny diorama lookTop-down adventure · Tiny diorama
Looks a dungeon crawler game can start from. Pick one, mix two, or name your own.

Generated floors that stay fair

The thrill of a crawler is not knowing the next room. The risk is a generator that makes dead ends, unreachable chests or a boss room beside the entrance. Tyrbo's dungeon recipe joins rooms with doors and corridors, and its cave recipe gives looser, twisting tunnels for a change of pace on deeper floors. In planning you choose:

  • fixed floors you design, or fresh layouts every run
  • how many rooms a floor holds and how many floors to the bottom
  • special rooms such as shops, shrines and treasure vaults

The soft-lock check each Tyrbo game passes matters most here: no layout may trap the player with no way down.

Risk and reward on every floor

A crawler lives on the choice between pushing on and playing safe. Potions are scarce. A locked chest might hold a great weapon or a trap. A cursed altar offers power at a price. Deeper floors pay more and hurt more.

Write those choices into your game. Describe the trade-offs you want, and the AI dungeon crawler generator scripts each trap, shrine and event, with odds and payouts exposed so you can tune them. Ask for a panel that drops you onto any floor with any gear, and you can feel how dangerous floor ten is without replaying the nine above it.

Permadeath, runs and what carries over

Many crawlers reset when you die, which makes every run tense and every death a lesson. What carries over is the design lever:

  • Nothing: a pure roguelike, where the player gets better and the hero does not.
  • A little: gold banked for permanent upgrades at a camp above the dungeon.
  • Unlocks: new classes, starting items or branches of the dungeon.

Tyrbo plans this structure with you and, when you want a hub, builds the camp and its upgrade shop with its currency and HUD parts. This is one of the clearest lines between a crawler and an action RPG; for a hero who persists through long quests, the RPG game maker is the better fit.

Make a dungeon crawler without coding, in pixels or 3D

Crawlers have a look people love: torch-lit stone, slimes in corners, a chest glinting in the dark. Tyrbo pulls from curated dungeon tile sets, flat top-down and isometric, and a 3D dungeon kit, generates the monsters and props that are missing, and dresses your interface to match. Ask for a dark pixel art crypt, isometric rooms or blocky voxel caverns.

The crawler is playable on your phone the day you begin. Before it ships it is checked for steady frames on cheap Android hardware and comes out wired for ads and purchases, with a leaderboard for the deepest floor reached.

Start a dungeon crawler game with one sentence

  • A rat thief sneaking down a sewer dungeon, stealing cheese from sleeping cat guards
  • A roguelike crypt where each floor gets darker and your torch is your health
  • A miner digging through a goblin mountain, with a shop camp at the top to spend gold
  • An isometric wizard tower climbed floor by floor, each floor a new elemental trap

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 a dungeon crawler game?

A game about exploring a dungeon room by room, fighting monsters, avoiding traps and collecting treasure, usually going deeper floor by floor. Many are run-based: when you fall, you start again at the top, often keeping a few upgrades.

Can Tyrbo make a first-person dungeon crawler?

Tyrbo builds top-down and isometric crawlers, where you see the hero and the room from above. First-person, grid-step crawlers are not what this page promises. You can ask for one and it will try to build it from parts, but the top-down style is where it is strongest.

Can I make a roguelike dungeon crawler without coding?

Yes. Say how a run starts, what kills you and what you keep after death. Tyrbo turns that into a plan, builds the generated floors and the run loop, and you adjust the difficulty and rewards in plain language or with tuning sliders inside the game.

Can I design some floors by hand?

Yes. A common mix is generated floors with a handcrafted boss floor every few levels, or a fixed first floor that teaches the controls. Tell Tyrbo which floors are fixed and describe them, and the rest come from the generator.

Do I own the crawler I build?

Yes. Full ownership and commercial rights are yours, along with a signed Android build and a checklist for putting it on Google Play. The floors, monsters and loot you designed are part of your game, not a template you rent.

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.