TrendingDevs
Thumb & Pylon app icon

Thumb & Pylon

A tower defense game where your thumb is the power supply

by TrendingDevs

Chart
#2
in TrendingDevs apps
Category
Games
Free
Platforms
2
iOS · Android
Status
New
English
Released
Sep 2026
6 milestones

Thumb & Pylon previews and screenshots

  • App Store screenshot captioned "Tap to charge, build to hold" with four gameplay shots of glowing towers on a neon grid and the charge core on the right
  • App Store screenshot captioned "34 levels, one new idea each" showing the Act I level list, from First Contact with three stars to Two Ways
  • App Store screenshot captioned "Hazards that break your line" showing the Sapper, Scrambler and Scavenger enemy cards with their health, speed and shields
  • App Store screenshot captioned "See every wave before it lands" showing the paused wave list and the creature cards for the next wave

About this app

Thumb & Pylon is a tower defense game for phones where you are the power supply. You tap a glowing core to make charge, and every tower you build drinks that charge to fire. Build too much and the whole line goes dark mid-wave. Build too little and enemies walk past. Every wave comes down to what you can afford to stop doing.

It’s made for tower defense regulars and idle-game fans who want a fresh mechanic with no pay-to-win. There are 34 hand-built levels in four acts, each introducing one new idea, plus nine towers that each play differently, daemons you can hire to tap for you, ten hazard enemies, bosses and a preview of every wave before it lands. World leaderboards cover every level. The game plays fully offline, with no ads, no purchases and no sign-up.

How we built it

The problem

Tower defense and idle clickers are two popular mobile genres that rarely meet. We wanted to make tapping the fuel rather than the whole point, so every tap spent powering a tower is a tap not spent on anything else. That tension only works if the numbers are right, and a leaderboard only means something if the scores on it are real.

What we shipped

The game runs natively on iPhone, iPad and Android from one TypeScript codebase built with Expo and React Native. The board is a tilted 3D neon grid drawn with three.js, and the interface uses React Native Skia. Players can drag, pinch and rotate the board, play at up to three times speed, and pause to inspect every upcoming wave. The look changed during testing: around the first playtest the game moved from a 2D tile map to the neon grid, and the ghost preview for placing towers came straight from tester feedback.

Under the hood

The core decision was to keep the game rules in their own engine, separate from rendering, so a level plays out exactly the same way on every device. That made two things possible. World leaderboards are checked by our own server instead of taking a submitted score on trust. And balancing became measurable: scripted bots play every level with fixed strategies, and their results set the star thresholds. When a bot kept losing, the cause was usually a mispriced level rather than one that was too hard.

The trailer was cut from real gameplay footage with Remotion.

Version history

6 milestones

  1. Release

    Released on the App Store for iPhone and iPad

  2. Update

    Trailer and landing page

  3. Update

    Server-verified scores and world leaderboards

  4. Update

    The game gets its name

  5. Update

    First playtest, and the move to a 3D neon grid

  6. Started

    Project started, with level 1 playable the same day

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