Tyrbo Get early access

A hypercasual game maker for the one-thumb games from the ads, built to work

You have seen the ads: a pin slides out and a flood of balls drops into a cup, a crowd surges through a gate marked times three, a pile of coins grows with every tap. Tyrbo builds that kind of hypercasual game for real, as a playable game rather than a looping video. Describe the hook, and it builds a tight one-thumb loop with quick sessions and ads wired in.

Get early access

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

  • Runner game concept art in the bright and bold lookRunner · Bright and bold
  • Physics puzzle game concept art in the soft pastel lookPhysics puzzle · Soft pastel
  • Idle and clicker game concept art in the cozy cartoon lookIdle and clicker · Cozy cartoon
  • Runner game concept art in the neon night lookRunner · Neon night
  • Physics puzzle game concept art in the bright and bold lookPhysics puzzle · Bright and bold
  • Idle and clicker game concept art in the bright and bold lookIdle and clicker · Bright and bold
  • Runner game concept art in the candy cute lookRunner · Candy cute
  • Physics puzzle game concept art in the candy cute lookPhysics puzzle · Candy cute
Looks Tyrbo starts games from. Every game ends up with a look of its own.

One input, one loop, understood in seconds

A hypercasual game has about three seconds to explain itself. There is no tutorial screen and no menu to learn: the player sees the hook, touches the screen once, and gets it. Everything else follows from that.

  • One control. A tap, a hold, a swipe or a drag. Never two at once.
  • Instant failure and restart. Losing should feel like your fault, and trying again should take a single tap.
  • A visible goal. A finish line, an empty cup, a number that climbs.
  • Satisfying feedback. Squash, pop, shake and sound on every success.

Tyrbo's planning questions push your idea toward this shape, and the concept art shows whether the hook reads at a glance.

Three hypercasual shapes it builds well

Most hypercasual hits fall into a few families, and these are the ones Tyrbo builds with confidence:

  • Runners. A character sprints forward while you steer between lanes, grab collectibles and choose between gates that multiply or shrink your crowd. See the endless runner game maker.
  • Pin and sort puzzles. Pull pins in the right order, or sort colored items into matching tubes. Each level is a small physics problem; see the pin puzzle game maker.
  • Idle and tap growth. Tap to produce, buy upgrades, and watch numbers grow even while you are away. See the idle game maker.

Mixing them is fair game: a runner that ends in an idle base, or a sort puzzle with a cozy theme.

Ads wired where a short session wants them

Hypercasual games usually lean on ads, so where they appear matters as much as the gameplay. An interstitial after every single loss drives players away; a rewarded video that doubles the coins from a good run is something players choose.

Every Tyrbo game comes out wired for ads and purchases, and you set the rhythm in plain words: an optional video to skip a hard level, a break every few rounds, a one-time purchase that removes ads. Leaderboards are live too, which suits a score-chasing runner. All of this is tuned against the loop, not stuck on top of it.

Tuning the difficulty curve with your own test tools

The first levels of a hypercasual game should be almost impossible to fail. The difficulty then rises in small steps, with an easy breather after each spike. Getting that curve right takes many plays, so ask for tools built into your game: jump to level 30, slow the runner down, show the gate values, adjust obstacle density with a slider.

Scan the code, play a dozen rounds on the bus, and report what bored or annoyed you. A pin board without a solution counts as a soft-lock, and those are caught before release, as is any stutter on a cheap Android handset.

Ideas you could type

  • Pull pins to release a stream of jelly beans into a jar, but keep them away from the hungry frog
  • A runner where your snowball grows as you roll through snow gates and shrinks on hot pavement
  • Tap to pop bubble wrap, buy bigger sheets, and hire robot arms that pop it for you
  • Sort tangled ropes by color onto matching posts before the timer runs out

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 hypercasual game?

A very simple mobile game built around one control and a hook anyone grasps at once: tap, swipe or drag, with rounds that last seconds to a minute. Runners, pin puzzles, sort puzzles and idle tappers are typical. They usually rely on ads rather than upfront prices.

Can I make a hypercasual game without coding?

Yes. Type the hook, for example pull pins to drop candy into a jar, and accept or adjust the likely answers to a short set of questions. Once the plan looks right, the build runs. Tuning means playing on your phone and saying what to adjust.

Can I add rewarded ads and remove-ads purchases?

Yes. Games come out wired for ads and purchases. You choose the mix, such as rewarded videos for extra lives or doubled coins, interstitials between rounds, and a purchase that turns ads off, and how often each one appears.

Will my hypercasual game run on older phones?

Yes, that is part of the release bar. Hypercasual players often use older phones, so effects and object counts are kept light enough for smooth play there, and a round that hitches on cheap hardware gets fixed before you ship.

Can I publish it on Google Play?

Yes. Android is where it goes first. The game leaves the pipeline as a signed build that belongs to you, commercial rights included, and a checklist covers each stage of the Google Play process, from the store listing to rollout.

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.