Tyrbo Get early access

A simulation game maker for cozy farms, little towns and idle tycoons

As a simulation game maker, Tyrbo builds light sims meant for short sessions on a phone: cozy farming and garden games, town builders, and idle tycoons. Describe the world you want to tend, and the plan lays out crops, buildings, resources and upgrades before construction begins. Later that same day, you are tending it from your pocket.

Get early access

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

  • Cozy farm and garden game concept art in the cozy cartoon lookCozy farm and garden · Cozy cartoon
  • Town builder game concept art in the isometric tiles lookTown builder · Isometric tiles
  • Idle and clicker game concept art in the cozy cartoon lookIdle and clicker · Cozy cartoon
  • Cozy farm and garden game concept art in the quiet minimal lookCozy farm and garden · Quiet minimal
  • Town builder game concept art in the quiet minimal lookTown builder · Quiet minimal
  • Idle and clicker game concept art in the bright and bold lookIdle and clicker · Bright and bold
  • Cozy farm and garden game concept art in the soft pastel lookCozy farm and garden · Soft pastel
  • Town builder game concept art in the modern mono lookTown builder · Modern mono
Looks Tyrbo starts games from. Every game ends up with a look of its own.

Honest scope: light sims built for a phone

Tyrbo does not build deep simulations with spreadsheets of supply chains, traffic models or flight physics. It builds the kind of sim that suits a phone: something you check in on, tend for a few minutes, and leave growing.

That is a real design choice, not a limitation to hide. A phone sim needs:

  • Sessions that make sense in five minutes or fifty.
  • A small number of resources the player can hold in their head.
  • Progress you can see, such as a field filling in or a town spreading.
  • Goals that pull you back tomorrow.

The questions during planning steer your idea toward that shape.

Farming and garden sims: crops, chores and growth

A farming game is a rhythm: plant, water, wait, harvest, sell, expand. The design questions are about that rhythm. How long does a crop take? What do you do while you wait? What does the first upgrade change, and what does the tenth?

Fields sit on a proven tile grid, while the crops, animals, tools and barns are invented for your setting, whether that is a seaside herb garden or a mushroom farm in a cave. More on that in the farming game maker; the cozy game maker page covers the soft, calm looks these games often wear.

Town and city builders: roads, zones and resources

A town builder is a sim about placement. Houses want roads, workshops want materials, and the park you put in the middle changes everything around it. The fun is watching a few huts become a busy little town because of choices you made.

The town rests on that same reliable grid, and the homes, workshops, supply loops and targets grow out of your concept, from a fishing village to a floating sky city. Should a calm afternoon of laying streets appeal to you, there is also a dedicated city builder game maker.

Tycoons and idle sims: the numbers behind the growth

Idle and tycoon games are math made visible. Costs climb faster than income, so each upgrade feels like a step. Milestones double output. A prestige reset trades your progress for a permanent boost, and offline progress rewards coming back.

Getting those curves right takes testing, so Tyrbo can write tools into your game: a speed multiplier, a currency grant, a slider for cost growth. Play on your phone, then describe changes. The tycoon game maker and idle game maker pages cover both. Release also requires zero stuck states, smooth frames on cheap Android phones, plus ads, purchases and leaderboards connected.

Ideas you could type

  • A cozy farm on the back of a giant turtle where crops change with the sea it swims through
  • Build a village for retired pirates, with taverns, docks and a lighthouse to keep lit
  • An idle tycoon where you run a moon cheese mine and hire robot mice to dig faster
  • Tend a rooftop garden in a rainy city, growing herbs to sell at a corner market

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 make a simulation game without coding?

Yes. Describe what the player grows or runs, and where. A few questions with default answers follow, then a plan shows every building, crop and upgrade alongside concept art. Pace, prices and new buildings change when you ask for them.

Can I make a realistic or deep simulation?

Not today. Tyrbo builds light sims for phones: cozy farms, town builders and idle tycoons with a handful of resources and clear goals. Detailed economic or physical simulations are outside what these pages promise.

Can I make a tycoon game?

Yes. Tycoons are built on idle and currency pieces: shops or factories that produce, upgrades that multiply output, and managers that automate. Test tools let you fast-forward to check how the late game feels.

Will my sim run well on a phone?

Yes. Steady performance on modest Android hardware is part of every release. Each game also has one orientation, usually portrait for idle games and either way for farms and towns, chosen during planning.

Do I own the simulation game I make?

Yes. Your farm, town or tycoon belongs to you, along with the commercial rights. You also get a signed Android build and a plain checklist of the steps for listing it on Google Play when you are ready.

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.