Tyrbo Get early access

From idea to game, starting with whatever you have

Most game ideas start as a feeling, an image or a single scene, not a design. That is fine. Tyrbo is built to take a half-formed idea, ask you the questions a designer would ask, and turn your answers into a plan you can read before a single piece of the game exists.

Get early access

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

  • Match-3 puzzle game concept art in the bright and bold lookMatch-3 puzzle · Bright and bold
  • Survivors game concept art in the 16-bit pixel lookSurvivors · 16-bit pixel
  • Platformer game concept art in the 16-bit pixel lookPlatformer · 16-bit pixel
  • Top-down adventure game concept art in the 16-bit pixel lookTop-down adventure · 16-bit pixel
  • Tower defense game concept art in the bright and bold lookTower defense · Bright and bold
  • Runner game concept art in the bright and bold lookRunner · Bright and bold
  • Cozy farm and garden game concept art in the cozy cartoon lookCozy farm and garden · Cozy cartoon
  • Card battler and autobattler game concept art in the gilded fantasy lookCard battler and autobattler · Gilded fantasy
Looks Tyrbo starts games from. Every game ends up with a look of its own.

You do not need the whole idea yet

Maybe all you have is a picture: a lighthouse in a storm. Or a mood: something calm to play before bed. Or a mechanic with no setting: what if the floor disappeared wherever you had already walked?

Any of those is a valid start. Write down what you have, even if it is only a few words. Tyrbo will not pretend to know what you meant. It will ask, and every question comes with a suggestion, so the gaps in your idea become choices rather than blank spaces.

The questions it asks you

The questions are about the game, never about technology. Depending on your idea, they cover things like:

  • The core action: what you do with your thumb most of the time.
  • Losing and winning: how a run ends, and what you are working toward.
  • Structure: separate levels, one endless run, or a world to explore.
  • Pace: relaxed or frantic.
  • Orientation: portrait or landscape, since each game has one.
  • Look: which of the 24 art directions fits, or your own description.

Each arrives with a best guess picked. Keep the ones that fit and change the ones that do not.

From your answers to a plan

Your answers become the plan: a title, a one-paragraph pitch, and every part of the game written out, from controls and levels to the interface and progression. Concept art shows how it will look in the style you chose.

This is where a vague idea turns concrete. The lighthouse picture might become a game where you steer a beam to guide boats past rocks, with storms that grow each night. Reading the plan is free once you sign in, and nothing is built until you approve it.

When the plan is not what you pictured

Sometimes reading a plan is how you find out what you wanted. If it feels wrong, say what is off: too busy, wrong mood, I wanted it slower. The plan updates before any building starts, which is the cheapest moment to change direction.

Once you are happy, Tyrbo builds it and you can play it on your phone that day. If your idea is mostly about making something that feels like you, create your own game goes further on that. If you have no idea at all yet, borrow one from our game ideas for beginners.

Ideas you could type

  • A lighthouse keeper steers the beam to guide boats past rocks as storms grow each night
  • The floor disappears wherever you have already walked, and you must reach the exit
  • Something calm to play before bed, tending a moonlit garden of sleepy flowers
  • A tiny knight explores a dungeon that rearranges itself every time you rest

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

Can I turn a vague idea into a game?

Yes. Tyrbo expects ideas to be incomplete. It asks design questions to fill the gaps, suggests an answer for each, and shows you a full plan with concept art before building anything.

What questions will Tyrbo ask about my idea?

Design questions in plain language: what the player does, how a round ends, how the game is structured, how fast it feels, portrait or landscape, and which art style. The exact set depends on your idea.

What is in the plan?

A title, a pitch, a list of every part of the game, and concept art. You can read it and ask for changes before anything is built. Getting the plan only needs a free sign-in.

What if I change my mind after the game is built?

You can still change it by describing what you want different, such as a new rule, a different setting or another art style. Tyrbo updates the game you have instead of starting over, so earlier work is kept.

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.