A strategy game maker for tower defense, card battles and city building
Tyrbo is a strategy game maker for the small screen, and three kinds suit it best: tower defense, card battlers (including deckbuilders and autobattlers) and city builders. Describe your idea, and it plans the systems that make strategy interesting, the waves, the economy, the deck and the board, then builds a game you play on your phone and balance by telling it what to change.
Get early accessWe are letting makers in a few at a time. One email when your spot opens.
Tower defense · Bright and bold
Card battler and autobattler · Gilded fantasy
Town builder · Isometric tiles
Tower defense · Cozy cartoon
Card battler and autobattler · Painted storybook
Town builder · Quiet minimal
Tower defense · 16-bit pixel
Card battler and autobattler · Anime bright
Tower defense: the wave curve and the economy
A tower defense game lives or dies on two numbers. The wave curve decides how fast enemies get tougher, and when a fast runner or an armored brute arrives to punish a lazy build. The economy decides how much gold each kill gives, what towers and upgrades cost, and whether saving up is ever smarter than spending.
Tyrbo builds tower defense on a tested lane recipe, then designs towers, enemies and upgrade paths around your theme. Placement choices, range overlaps and choke points are where the strategy lives. For towers alone, read the tower defense game maker.
Card battlers, deckbuilders and autobattlers
Card strategy comes in a few shapes. In a card battler you play cards from your hand against an opponent, weighing cost against effect. In a deckbuilder the strategy is in what you add to the deck between fights and what you leave out. In an autobattler you buy units from a shop, place them on a small grid, and watch the fight resolve on its own.
All of them depend on synergies and on cards that are strong without being mandatory. Tyrbo builds on tested card, board and HUD pieces; see the card game maker and the autobattler game maker for each format.
City builders: placement, resources and pace
A city builder is a strategy game about space and time. Where you place a farm next to a market, how far houses sit from a road, which resource runs out first: these are the decisions. Pace matters just as much, since a town that grows too fast has nothing left to discover, and one that grows too slowly feels like waiting.
Under the hood sits a tested grid of placeable tiles; on top of it go the districts, production loops and objectives your setting calls for. The city builder game maker page covers it.
Balancing your strategy game with tools you own
Strategy games are balance problems, and balance takes many plays. Tyrbo can write tuning tools into your game: sliders for tower damage and enemy health, a button that spawns the next wave, an infinite gold toggle, a way to draw any card. You play on your phone, adjust, and ask for changes in plain words.
Release waits on a list of verified points: no dead ends (a deck with no playable cards, a town with no way to grow), steady performance on an entry-level Android phone, and working ads, purchases and leaderboards.
Ideas you could type
- Tower defense in a bathtub where rubber duck towers stop waves of soap bubble invaders
- A deckbuilder where a traveling chef battles food critics with recipes as cards
- An autobattler with garden insects, buying beetles and bees to fight rival flowerbeds
- Build a mountain village that must store enough firewood before each winter arrives
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 strategy game without coding?
Yes. Tell it the kind of strategy you have in mind and the setting. The questions that follow each come with a default, and the plan lists every system before building starts. Rebalancing is a conversation, not a code change: name what feels off and play again.
How do I balance towers, cards or buildings?
Play, notice what dominates or never gets used, and say what to change. The AI can also add tuning sliders and test buttons inside your game, such as tower damage, wave size or card costs, so you can try numbers quickly on your phone.
Can I make a deckbuilder or an autobattler?
Yes. Card battlers, deckbuilders and autobattlers are among the genres Tyrbo builds best. It uses tested card interface and board pieces, and designs the cards, units and synergies around your theme.
Will a strategy game with lots of units run on a phone?
It should. Performance on inexpensive Android hardware is verified for every game. Unit counts, effects and art detail are budgeted so a busy wave or a full town stays smooth on modest hardware.
Do I own the strategy game I make?
Yes, completely. Ownership and commercial rights to the game are yours. You leave with a signed Android build and an ordered set of steps for releasing it on Google Play under your own developer account.
Your game is one sentence away.
Get early accessWe are letting makers in a few at a time. One email when your spot opens.