Tyrbo Get early access

Make an action RPG with AI: explore, fight, loot, level up

Tyrbo builds one kind of RPG well: the top-down action RPG, where you steer your hero, fight in real time, collect loot and grow stronger as you explore. If you are picturing menu-driven, turn-based party battles, that is not what this page promises. What it does promise is the loop action RPG players chase: one more room, one more drop, one more level.

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 RPG game can start from. Pick one, mix two, or name your own.

Character growth: levels, stats and skills

The RPG in an action RPG is growth. Defeated enemies give experience, levels raise stats, and new skills arrive along the way. Settle these early:

  • Do stats rise on their own, or does the player spend points?
  • Is there a skill tree, a short list of abilities to unlock, or a class picked at the start?
  • How steep is the experience curve, and does the world scale with the hero or stay put?

Tyrbo plans these with you and puts them in the game plan you read before building. The AI writes the stat and skill systems for this game alone, and every number stays within reach, by asking or through tuning sliders in a debug menu.

Loot tables and gear that changes how you play

Loot is the drip that makes each fight worth having. Weapons, armor and trinkets drop from enemies and chests, with rarities that turn a rare drop into an event. The best gear changes behavior, not just numbers: a sword that throws a wave, boots that leave a trail of fire, a ring that heals on every kill.

Plan the loot table with intent: how often things drop, how many rarity tiers, and whether the inventory is a few slots or a full backpack. Tyrbo builds the inventory and equipment screens in your game's UI skin, and can add a cheat that spawns any item, so you can test the rare ones without grinding for them.

Exploration with a reason: quests, areas, bosses

An action RPG needs places worth going. The world sits on the same tested overworld piece the adventures use, with dungeons and caves from Tyrbo's map recipes, and plans a run of areas with rising danger. Quests give that order a story: a village that needs its bridge rebuilt, a hunter who wants a rare pelt, a boss sleeping under the old mine.

Each area should end in a fight that tests what the player has built so far. For room-by-room runs that reset when you fall, the dungeon crawler game maker fits better, and the adventure game maker covers keys, puzzles and world unlocks.

Make an RPG game without coding, built to last

Action RPGs are long-lived games, so they have to hold together. Each Tyrbo game passes the same release checks: no quest or door that can lock a player out, steady play on a low-end Android device, purchases and ads wired, leaderboards live, and a signed build that belongs to you.

The art draws on curated dungeon tile sets and a 3D dungeon kit, plus generated sprites or rigged and animated 3D models for heroes and monsters, in a direction you pick, such as fantasy, anime or voxel. Your hero, your loot names, your world: described once, then refined by conversation.

Start a RPG game with one sentence

  • A sky pirate exploring floating islands, leveling up by looting the nests of cloud whales
  • A blacksmith apprentice who forges her own gear from monster parts in a volcanic valley
  • A desert wanderer with a sand scythe, earning a new skill every few levels while hunting relics
  • A frost mage roaming an icy kingdom with a skill tree of blizzards, walls and ice spears

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 Tyrbo make a turn-based RPG?

Turn-based party RPGs are not among the genres it builds well today, and this page does not promise them. It builds top-down action RPGs with real-time combat. You can still describe anything and Tyrbo will attempt it, but expect the best results with real-time exploring and fighting.

Can I make an RPG without coding?

Yes. Tell Tyrbo about your hero, the world and how growth should work. It asks a handful of questions with likely answers already selected, then shows a plan and concept art. From then on, new skills, gear and areas come from plain requests.

How deep can the progression get?

As deep as you plan it. A good approach is to start with a small loop that works (a few skills, a short loot table, two areas) and add depth by asking once it is fun. The balancing tools inside your game make each new layer easy to test.

Can I sell items or offer rewarded ads in my RPG?

Ads and purchases are connected before the game reaches you, so a potion pack, a cosmetic outfit or a revive after defeat can be connected from day one. What you offer and how you price it is your call.

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.