Make a video game by describing it, with every part built for you
Every video game, from a tiny puzzle to a sprawling adventure, is made of the same handful of parts. You describe your game, and Tyrbo builds each of those parts for you and fits them together. Here is what those parts are, and how each one gets made.
Get early accessWe are letting makers in a few at a time. One email when your spot opens.
Match-3 puzzle · Bright and bold
Survivors · 16-bit pixel
Platformer · 16-bit pixel
Top-down adventure · 16-bit pixel
Tower defense · Bright and bold
Runner · Bright and bold
Cozy farm and garden · Cozy cartoon
Card battler and autobattler · Gilded fantasy
What a video game is made of
Take any game apart and you find these pieces:
- The core loop: the thing you do over and over, like jump, collect, avoid, repeat.
- Controls: how your thumb tells the game what to do.
- Levels or maps: the spaces where the loop happens, and how they get harder.
- Art: characters, worlds, effects, and the look that ties them together.
- Sound: the feedback that makes actions feel solid.
- Menus and HUD: starting, pausing, scores, health, currency.
- Saves: remembering what you unlocked and how far you got.
Making a video game means building all of these and getting them to agree with each other.
The core loop and the controls
The loop is the heart of the game, so Tyrbo settles it first, in the plan, by asking what the player does moment to moment and how a run ends. Then it builds that loop from tested bricks: eight-way movement for a top-down hero, side-view bodies for jumping, a grid board for swapping tiles.
Controls are designed for a phone from the start: taps, swipes, a virtual stick, held presses. Each game picks one orientation, portrait or landscape, so the controls always sit where your thumbs are. A platformer needs precise jumps; an endless runner needs quick, forgiving lane swipes. Tyrbo builds for the genre.
Levels, maps and difficulty
Levels come from map recipes, each tuned to a type of space: arenas, dungeons, caves, side-view levels, race tracks and tower-defense lanes. A world map brick ties levels together when your game has a journey, and a level progress brick tracks what the player has cleared.
Difficulty is the part most first games get wrong. You can ask Tyrbo to add tools inside your game to tune it, like a slider for enemy speed or a button that jumps to level ten, so you can feel the curve instead of guessing at it.
Art, sound and menus
Each game gets its own look in the style you ask for. There are 24 directions to start from, such as crisp pixel art, soft pastel, neon night, painted storybook, voxel blocks and toy-box 3D. Art comes from curated asset packs, and Tyrbo generates what is missing, including 3D models it rigs and animates.
The interface gets a matching skin: fonts, palette, frames and buttons. Menus, pause screens and the HUD are built from tested UI bricks for cards, currency and scores, then dressed in that skin so the whole game feels like one thing.
The parts players never see
A finished game also needs things nobody notices until they break. Tyrbo checks for soft-locks so a player is never stuck. It confirms the game runs on low-end Android phones. Ads and purchases get wired in, leaderboards go live, and you receive a signed build you own.
Because Tyrbo is built for phones first, you can play your video game the same day. If mobile is your main goal, the mobile game maker page covers it in more depth, from orientation to the store listing checklist.
Ideas you could type
- A side-scrolling adventure where a paper boat sails down a gutter after a rainstorm
- A survivors game set in a candy factory, fending off marching gummy bears with a mixer
- A kart racer around a volcano where lava rivers change the track every lap
- A cozy garden game where you grow glowing mushrooms to light up a dark forest
From a sentence to your phone
- 1
Describe it
One sentence is enough. Say what you tap, what you dodge, what you win.
- 2
Answer a few questions
Each comes with our best guess picked, so most of the time you just tap Continue.
- 3
See the plan
A title, a pitch, every part of the game, and concept art, before anything is built.
- 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 make a video game with no experience?
Yes. You describe what you want and answer design questions in plain language. Tyrbo handles the loop, controls, levels, art, interface and the build. Your job is deciding what the game should be and how it should feel.
What kind of video games can I make?
Tyrbo builds fifteen genres well today, including platformers, survivors-likes, tower defense, racing, cozy farms, card battlers, town builders and puzzle games. Games are made for phones and use one orientation each.
Where can I play the video game I make?
On your phone, by scanning a code from the workbench. Android is the first store Tyrbo targets: when the game is done you receive a signed Android build plus a list of the steps for putting it on Google Play.
Does Tyrbo make 3D video games?
Yes. Looks include low-poly, voxel, toy-like and stylized mobile 3D, and Tyrbo can generate 3D models, rig them and animate them. It adds 3D physics when the game has bodies that need it.
Do I own the video game?
Yes. You keep full ownership and commercial rights to everything you make with Tyrbo, from the levels and rules you designed to the signed build you take away at the end. The engine does the work; the video game is yours.
Your game is one sentence away.
Get early accessWe are letting makers in a few at a time. One email when your spot opens.