AI Labz: Idle Tycoon Empire
Build, Train & Contain It All
Free · In‑App Purchases · Designed for iPad. Not verified for macOS.
Build intelligence. Contain what you create.
Your lab starts small: one training cluster, a power plant, a single AI architecture. Train a model and it earns for you every second, even while you are away. But capability is risk. The smarter it gets, the more likely it is to turn on you
YOUR LAB NEVER STOPS
Compute, credits, research, data and energy accumulate while the game is closed. Come back after a long day and collect everything your models produced without you. Offline progress is real progress, not a consolation prize.
TRAIN AI WORTH THE RISK
Grow from one cluster into a full research campus. Every model has its own generation, traits and risk profile: safe workhorses for steady income, or volatile ones that pay big and fail spectacularly. Every training decision is a bet.
EXPAND THE FACILITY
Unlock sectors and build what fills them: research labs, GPU racks, power grids, security systems, sandboxes, containment vaults. Later sectors gate the stronger architectures, so growing your footprint is how you reach what comes next.
INCIDENTS, AND THEY GET WORSE
When a model misbehaves you investigate: logs, system traces, model dialogue. Then you solve a procedurally generated puzzle tied to that exact failure to contain it. Over a hundred variations across multiple puzzle families, so no two incidents play the same.
Leave one too long and the model escapes. An escaped AI stops earning, drains your resources and raises lab threat every tick until you track it down and win a harder recapture. Containment is not a side mechanic, it is the point.
RESEARCH AND UPGRADE
Spend research on a real upgrade tree: capacity, production speed, containment strength. Repair what incidents break. Chase daily goals, streaks and a long objective chain that paces your climb from first model to full facility.
WHAT IS INSIDE
- True offline progression across five resources
- A growing roster of AI models with distinct traits and risk
- Procedural puzzle incidents: investigate, solve, contain
- Escape and recapture for models that slip containment
- A deep research tree and full territory expansion
- Daily goals, streaks and long-term objectives
- No pay-to-win
Free to play start to finish. Optional rewarded ads give temporary boosts when you want them, and AI LAB PRO removes ads and shortens containment cooldowns. Every puzzle, every incident and every call about how far to push your AI stays yours.
Build intelligence. Contain what you create. How far will you push it?
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Children's Safety: https://ai-labz.xyz/children-safety
more - Visit other labs! Tap any lab's name on the leaderboard and step inside their base. See how they placed their buildings, which models they run and the skins they wear, then borrow ideas from the best labs in the world.
- Runaway is fairer and fresher. Every AI you contain now wins you back a life, the difficulty climbs smoothly instead of hitting a wall, and every run rolls its own levels, so no two runs play the same. The Arcade now opens right after the tutorial, and every full loop of the roster pays Aurora.
- A map worth exploring. Locked lands now appear as real islands drifting under fog, with a gold padlock on the next one you can buy, so you always know where you're expanding next. The map also runs smoother: no more flickering shadows and far less lag when you zoom out.
- Research has its own full screen. Clear branch tabs, easy-to-read cards and an upgrade button that stays in reach make planning your next breakthrough quick.
- Prestige hits harder. Your prestige perks now multiply on top of everything else, the offline perk pays out every time you come back, and your active boosts show right on the top bar.
- Bigger prizes. Leaderboard and Megabreach rewards now pay Aurora, the same amount for every lab, and model packs can be bought with Cores.
- Smoother everywhere. Ad buttons tell you when an ad is still loading instead of failing on tap, the welcome-back screen shows your away rate so you know how to raise it, big numbers read cleanly as 3.2K, and the win screen fits on one page.
Thanks for playing!
1.2.6 5h ago
- Visit other labs! Tap any lab's name on the leaderboard and step inside their base. See how they placed their buildings, which models they run and the skins they wear, then borrow ideas from the best labs in the world.
- Runaway is fairer and fresher. Every AI you contain now wins you back a life, the difficulty climbs smoothly instead of hitting a wall, and every run rolls its own levels, so no two runs play the same. The Arcade now opens right after the tutorial, and every full loop of the roster pays Aurora.
- A map worth exploring. Locked lands now appear as real islands drifting under fog, with a gold padlock on the next one you can buy, so you always know where you're expanding next. The map also runs smoother: no more flickering shadows and far less lag when you zoom out.
- Research has its own full screen. Clear branch tabs, easy-to-read cards and an upgrade button that stays in reach make planning your next breakthrough quick.
- Prestige hits harder. Your prestige perks now multiply on top of everything else, the offline perk pays out every time you come back, and your active boosts show right on the top bar.
- Bigger prizes. Leaderboard and Megabreach rewards now pay Aurora, the same amount for every lab, and model packs can be bought with Cores.
- Smoother everywhere. Ad buttons tell you when an ad is still loading instead of failing on tap, the welcome-back screen shows your away rate so you know how to raise it, big numbers read cleanly as 3.2K, and the win screen fits on one page.
Thanks for playing!
1.2.5 Oct 5
- Visit other labs! Tap any lab's name on the leaderboard and step inside their base. See how they placed their buildings, which models they run and the skins they wear, then borrow ideas from the best labs in the world.
- Runaway is fairer and fresher. Every AI you contain now wins you back a life, the difficulty climbs smoothly instead of hitting a wall, and every run rolls its own levels, so no two runs play the same. The Arcade now opens right after the tutorial, and every full loop of the roster pays Aurora.
- A map worth exploring. Locked lands now appear as real islands drifting under fog, with a gold padlock on the next one you can buy, so you always know where you're expanding next. The map also runs smoother: no more flickering shadows and far less lag when you zoom out.
- Research has its own full screen. Clear branch tabs, easy-to-read cards and an upgrade button that stays in reach make planning your next breakthrough quick.
- Prestige hits harder. Your prestige perks now multiply on top of everything else, the offline perk pays out every time you come back, and your active boosts show right on the top bar.
- Bigger prizes. Leaderboard and Megabreach rewards now pay Aurora, the same amount for every lab, and model packs can be bought with Cores.
- Smoother everywhere. Ad buttons tell you when an ad is still loading instead of failing on tap, the welcome-back screen shows your away rate so you know how to raise it, big numbers read cleanly as 3.2K, and the win screen fits on one page.
Thanks for playing!
1.2.2 Oct 1
- Lab Raids are here. A new rogue AI boss shows up every week. Solve boards to land hits on it, watch its health drop and climb the live standings. When the week closes, rewards go out, and the next boss is already waiting.
- Prestige through the Epoch Gate. Once your lab reaches level 100, you can reset through the Epoch Gate for permanent perks that make every future run stronger. You also unlock exclusive prestige models and Aurora chips you can only get after a reset.
- A brand-new store. Browse lit display cases full of model skins. Each skin has its own finish and etched pattern, and you can spin it on a live 3D turntable before you buy. Cores are the new premium currency, sold in four packs, and they buy both skins and credit packs. You can wear a skin right from your model's screen.
- Bigger weekly leaderboard prizes. The weekly boards now pay all the way down to #200, and every prize is bigger and paid in Cores. Last week's results open in a new sheet with a trophy cutscene.
- Chest reveals hit harder. Chests glow in their tier's colour and can climb with an UPGRADE! moment right before they open.
- A proper welcome back. When you return, a looping recap shows what your lab earned and how its threat changed while you were away. Collecting everything takes one tap.
- Lower stakes when a model runs. If you lose a recapture, a model above level 1 now comes home a few levels down instead of being lost for good.
- More rewards for playing. Daily goals and solved incidents now pay much more research.
- A cleaner lab. Buttons, cards and the map HUD are redesigned so the controls you use most are easier to reach.
- Fixes. The screen no longer shakes during a breach, and a resumed capture no longer times out the moment you open it.
Thanks for playing!
1.1.5 Sep 29
- NEW: THE ARCADE. A brand-new game mode has landed in your lab. Build the Arcade cabinet on your map, tap it and hit ENTER ARCADE to play Runaway: an AI model has broken loose on the lab floor, and you fly a containment drone to wall it in with quick swipes. Every model you seal pushes your score higher, on a board that fills your whole screen.
- COMPETE EVERY WEEK. Everyone plays the same floors each day, and your best run of the week ranks on the new Arcade leaderboard. Prizes pay out every Monday, so every run is a shot at the top.
- NEW TWISTS FROM LEVEL 12. Every level adds one twist: Fog hides the floor except for a lit ring around your drone, Blackout plunges the board into darkness, and Mirrored flips your swipes left for right. Contain a twisted level for a 1.5x bonus.
- SMOOTHER NOTIFICATIONS. Tapping a notification now opens your lab fully loaded, with your map, models and buildings in place. And if you're mid-round, the tap won't pull you out.
- CLEANER LEADERBOARDS. Offensive lab names are caught more reliably, even ones hiding behind look-alike letters, and are kept off the rankings.
Thanks for playing!
1.1.4 Sep 24
- Reward drones now fly over your lab. Every few minutes one drifts
across the map carrying credits, XP or a star chip, and a single tap
brings it down at your feet. Its colour tells you the grade and its
size tells you how much it's hauling, so you can decide from a
distance whether it's worth chasing.
- Your lab is alive. Birds wheel over the islands, cloud shadows drift
across the grass and slip around your buildings, and the ground shows
the traffic you've put on it. It's a place now, not a menu.
- Your long-run goals live on the map. Instead of scrolling a list, you
see your quests spread across your own islands, so you always know
where you are and which stretch of land comes next. Daily goals have
their own home, every goal shows how far along you are, and tapping
one drops you exactly where the work gets done.
- See what your AI actually did. When a breach fires, you get a short
cutscene of the culprit causing the damage instead of a preview of
the puzzle ahead. You built it, and now you watch it misbehave.
- Your active models stand in real incubators. On the map and in your
roster each one turns slowly inside its own lit vault, so a model in
service looks like a specimen under glass rather than a card.
- The research tree is a lit circuit board. Nodes are sockets that glow
as you fill them, and copper traces run between what you've unlocked
and what it opens up, so the whole path is readable at a glance.
- PAPERS, PLEASE is a new puzzle. Wave coloured shapes through the gate
against a posted row of banned ones: block anything that matches,
allow everything else. There's one rule to learn and a new undo, so a
mis-swipe near the end no longer costs you the entire run.
- Name your lab. Pick something that's yours and it appears wherever
the lab is named.
- Better rewards across the board. Training no longer costs star chips,
early income is doubled, mid-game mines run faster again, and
retiring a maxed model to the Legacy Hall finally pays what it took
to build one. Earnings now read per second, so you can tell what your
lab makes without doing arithmetic.
- Fixed an issue where a runaway could bolt on the very first throw of
a recapture, ending the encounter before you'd really had a go at it.
You always get a fair shot at getting your model back now.
Thanks for playing!
1.1.0 Sep 23
- Reward drones now fly over your lab. Every few minutes one drifts
across the map carrying credits, XP or a star chip, and a single tap
brings it down at your feet. Its colour tells you the grade and its
size tells you how much it's hauling, so you can decide from a
distance whether it's worth chasing.
- Your lab is alive. Birds wheel over the islands, cloud shadows drift
across the grass and slip around your buildings, and the ground shows
the traffic you've put on it. It's a place now, not a menu.
- Your long-run goals live on the map. Instead of scrolling a list, you
see your quests spread across your own islands, so you always know
where you are and which stretch of land comes next. Daily goals have
their own home, every goal shows how far along you are, and tapping
one drops you exactly where the work gets done.
- See what your AI actually did. When a breach fires, you get a short
cutscene of the culprit causing the damage instead of a preview of
the puzzle ahead. You built it, and now you watch it misbehave.
- Your active models stand in real incubators. On the map and in your
roster each one turns slowly inside its own lit vault, so a model in
service looks like a specimen under glass rather than a card.
- The research tree is a lit circuit board. Nodes are sockets that glow
as you fill them, and copper traces run between what you've unlocked
and what it opens up, so the whole path is readable at a glance.
- PAPERS, PLEASE is a new puzzle. Wave coloured shapes through the gate
against a posted row of banned ones: block anything that matches,
allow everything else. There's one rule to learn and a new undo, so a
mis-swipe near the end no longer costs you the entire run.
- Name your lab. Pick something that's yours and it appears wherever
the lab is named.
- Better rewards across the board. Training no longer costs star chips,
early income is doubled, mid-game mines run faster again, and
retiring a maxed model to the Legacy Hall finally pays what it took
to build one. Earnings now read per second, so you can tell what your
lab makes without doing arithmetic.
- Fixed an issue where a runaway could bolt on the very first throw of
a recapture, ending the encounter before you'd really had a go at it.
You always get a fair shot at getting your model back now.
Thanks for playing!
1.0.27 Sep 16
- Every solved incident now pays out a containment chest instead of a plain reward line. The
chest lands in front of you and you tap it open yourself — the lid pops, then chips, credits
and research come flying out one tap at a time, and a pulsing tap hint shows you exactly where
to press. Its grade matches how bad the incident was, from Common all the way to Legendary,
and there's always a small chance it opens a grade above what you earned.
- The lab level track is now something you actually press. The next reward you can claim sits
front and centre as a big, breathing marker that glows green and takes your tap directly, the
page opens on it instead of making you hunt for it, and a CLAIM ALL pill appears whenever
you've got a backlog waiting. Collect a level and the track slides up to the next one so the
button is always under your thumb.
- The doubling offer moved to where it makes sense: collect your level first, see exactly what
it paid, and then decide whether to double it — the numbers on the sheet redraw with the
bigger figures in place. No more saying yes to a reward you haven't seen.
- Lab levels are a real chase now. The climb has been rebuilt from the bottom up so early
ranks come quickly and the top of the ladder is something you work toward for the long haul,
and putting out fires in the lab now earns you a little rank progress too, on top of
everything you get for solving incidents.
- Objective rewards no longer repeat themselves. Every rung still pays credits, but the second
reward now rotates between research, star chips and lab rank, so the chain stops feeling like
the same payout over and over.
- Bug fixes
1.0.26 Sep 14
- Every solved incident now pays out a containment chest instead of a plain reward line. The
chest lands in front of you and you tap it open yourself — the lid pops, then chips, credits
and research come flying out one tap at a time, and a pulsing tap hint shows you exactly where
to press. Its grade matches how bad the incident was, from Common all the way to Legendary,
and there's always a small chance it opens a grade above what you earned.
- The lab level track is now something you actually press. The next reward you can claim sits
front and centre as a big, breathing marker that glows green and takes your tap directly, the
page opens on it instead of making you hunt for it, and a CLAIM ALL pill appears whenever
you've got a backlog waiting. Collect a level and the track slides up to the next one so the
button is always under your thumb.
- The doubling offer moved to where it makes sense: collect your level first, see exactly what
it paid, and then decide whether to double it — the numbers on the sheet redraw with the
bigger figures in place. No more saying yes to a reward you haven't seen.
- Lab levels are a real chase now. The climb has been rebuilt from the bottom up so early
ranks come quickly and the top of the ladder is something you work toward for the long haul,
and putting out fires in the lab now earns you a little rank progress too, on top of
everything you get for solving incidents.
- Objective rewards no longer repeat themselves. Every rung still pays credits, but the second
reward now rotates between research, star chips and lab rank, so the chain stops feeling like
the same payout over and over.
1.0.25 Sep 11
- Six new puzzle boards join the rotation, taking the pool to fifteen. Break
through a wall with a bouncing ball, clear the field in a bubble shooter,
slide your way out of a jammed lot, merge tiles up to 2048, sweep for mines,
and stack falling blocks. Incidents and training trials both draw from the
wider pool, so it's far longer before you see the same board twice.
- The lab now runs all the way to Generation 8. New land, new buildings and new
model architectures open across the map, and a Legacy Hall gives your
fully-grown models somewhere to retire instead of sitting on the bench.
- Losing a runaway model finally costs you. When one escapes you get a single
recapture attempt: steer the containment ring, and if it slips away, that
model is gone for good.
1.0.24 Sep 11
GO GET YOUR RUNAWAYS
An escaped model doesn't just disappear anymore. It's out there on your map, alarm
blaring, and you have to go bring it back yourself. Corner it in the containment
chamber, line the beam up and hold it steady. Lose it twice and it's gone for good.
KEEP AN EYE ON THREAT
Let the lab run hot and a missed incident can set a model loose. Push your fleet too
hard and you'll start losing your best work.
A NEW GAME: SNAKE
No timer on this one. Keep going as long as you can and beat your own best score.
MAZE is clearer to read now too.
PLAY WITHOUT READING
Every puzzle shows you what to do instead of telling you. Before each round starts,
a quick demo plays the winning move on the real board.
NO BACKING OUT
Once you hit START you're in it. No more walking away from a round that was still
counting down without you.
YOUR LAB
· Lose power and you stay on your map in the dark, instead of getting thrown onto
another screen. Getting the lights back on costs you.
· New resource bar — tap any number to see exactly where it comes from.
· The Research Lab goes to level 4, opening a new branch each time.
· The Fusing Bench levels up, works on its own and makes your fuses cheaper.
You can fuse in bulk now.
· Threat spells out what it's about to cost you, in plain words.
A BETTER FIRST DAY
The slow stretch before your first sector is gone. More power, more chips and more
to do in your first couple of hours.
BOOSTS
See exactly what a boost is worth before you watch the ad.
SMOOTHER ALL ROUND
The lab keeps up with you, and a long list of fixes along the way. New app icon.
Bug fixes and UI changes
1.0.23 Sep 3
GO GET YOUR RUNAWAYS
An escaped model doesn't just disappear anymore. It's out there on your map, alarm
blaring, and you have to go bring it back yourself. Corner it in the containment
chamber, line the beam up and hold it steady. Lose it twice and it's gone for good.
KEEP AN EYE ON THREAT
Let the lab run hot and a missed incident can set a model loose. Push your fleet too
hard and you'll start losing your best work.
A NEW GAME: SNAKE
No timer on this one. Keep going as long as you can and beat your own best score.
MAZE is clearer to read now too.
PLAY WITHOUT READING
Every puzzle shows you what to do instead of telling you. Before each round starts,
a quick demo plays the winning move on the real board.
NO BACKING OUT
Once you hit START you're in it. No more walking away from a round that was still
counting down without you.
YOUR LAB
· Lose power and you stay on your map in the dark, instead of getting thrown onto
another screen. Getting the lights back on costs you.
· New resource bar — tap any number to see exactly where it comes from.
· The Research Lab goes to level 4, opening a new branch each time.
· The Fusing Bench levels up, works on its own and makes your fuses cheaper.
You can fuse in bulk now.
· Threat spells out what it's about to cost you, in plain words.
A BETTER FIRST DAY
The slow stretch before your first sector is gone. More power, more chips and more
to do in your first couple of hours.
BOOSTS
See exactly what a boost is worth before you watch the ad.
SMOOTHER ALL ROUND
The lab keeps up with you, and a long list of fixes along the way. New app icon.
Bug fixes and UI changes
1.0.22 Sep 2
GO GET YOUR RUNAWAYS
An escaped model doesn't just disappear anymore. It's out there on your map, alarm
blaring, and you have to go bring it back yourself. Corner it in the containment
chamber, line the beam up and hold it steady. Lose it twice and it's gone for good.
KEEP AN EYE ON THREAT
Let the lab run hot and a missed incident can set a model loose. Push your fleet too
hard and you'll start losing your best work.
A NEW GAME: SNAKE
No timer on this one. Keep going as long as you can and beat your own best score.
MAZE is clearer to read now too.
PLAY WITHOUT READING
Every puzzle shows you what to do instead of telling you. Before each round starts,
a quick demo plays the winning move on the real board.
NO BACKING OUT
Once you hit START you're in it. No more walking away from a round that was still
counting down without you.
YOUR LAB
· Lose power and you stay on your map in the dark, instead of getting thrown onto
another screen. Getting the lights back on costs you.
· New resource bar — tap any number to see exactly where it comes from.
· The Research Lab goes to level 4, opening a new branch each time.
· The Fusing Bench levels up, works on its own and makes your fuses cheaper.
You can fuse in bulk now.
· Threat spells out what it's about to cost you, in plain words.
A BETTER FIRST DAY
The slow stretch before your first sector is gone. More power, more chips and more
to do in your first couple of hours.
BOOSTS
See exactly what a boost is worth before you watch the ad.
SMOOTHER ALL ROUND
The lab keeps up with you, and a long list of fixes along the way. New app icon.
1.0.21 Sep 1
CONTAIN WHAT YOU CREATE
Threat is no longer a number you watch from a distance. Every incident now throws
containment sparks onto your own buildings — press and hold to beat the fires out. Being in
the lab finally pays better than being away from it, and threat cools proportionally, so a
well-run lab no longer sits pinned at 100.
THE FUSING BENCH
Merging used to happen in three different places. Now there's one: a new INTELLIGENCE
building that unlocks a dedicated bench. It arms your next fuse on arrival, prices it from
the server, and if nothing is ready it names the closest pair and shows how far off you
are. The CHIPS tab is the full 5:1 ladder — every grade, its progress to the next fuse, and
exactly which mines feed it and how fast.
EVERY MINIGAME REBUILT
The incident and training minigames were rebuilt end to end as full-screen machines. Each
one now shows you what it legitimately knows, and never the answer:
• PIPES — surges seal the breach in thirds, but each seal stresses the route it crossed, so
every third has to be re-earned
• SAFECRACKER — each condition lights green live as you satisfy it, with harder constraint
types unlocking by tier
• SIMON — replays are budgeted, and a miss knocks back a round you'd banked
• NEXT — the dial reaches its own ends, and near-miss options spread out or tighten with
difficulty
• REFLEX — a miss doubles the needle's speed, with no cap
• MAZE — promoted to its own full-screen machine
• PAPERS, PLEASE — the posted rule is now icon-first, readable without reading
Round timers scale with puzzle difficulty (25s up to 45s) instead of a flat clock, and
every live minigame is now equally likely to appear.
A FAIRER FIRST HOUR
Losing your very first training trial no longer dead-ends the run — the chips come back,
the cooldown clears, and TRY AGAIN takes you straight into a fresh trial. Onboarding was
cut to what the law actually requires, so you reach the lab faster.
REWARDS THAT KEEP UP
Solved incidents now pay credits scaled to your lab's own rate rather than a flat number
that stops mattering once a fleet is running. Sandbox now speeds threat decay and Security
cuts escape risk, instead of both pulling the same lever.
A BIGGER BOARD
Land plots are wider, with more room to arrange buildings and park models. Models remember
where you put them instead of hopping when something else moves.
FIXES
• Star chips could duplicate when a collect landed alongside another action — root-caused
and fixed
• The map's collect badge could linger after the chips were already taken
• The breach sheet and map alert counted down timers that weren't real, showing pressure
that didn't exist
• A small power deficit could drain a full energy tank and shut down a lab whose readout
looked healthy
• Timed-out rounds now resolve properly instead of leaving a dead board offering RESUME
• Failing a round now actually costs the stake it quotes you, and the app never quotes a
loss it can't price
1.0.2 Aug 28
bug fixes and tutorial adjustments.
1.0.1 Aug 26
- Visit other labs! Tap any lab's name on the leaderboard and step inside their base. See how they placed their buildings, which models they run and the skins they wear, then borrow ideas from the best labs in the world.
- Runaway is fairer and fresher. Every AI you contain now wins you back a life, the difficulty climbs smoothly instead of hitting a wall, and every run rolls its own levels, so no two runs play the same. The Arcade now opens right after the tutorial, and every full loop of the roster pays Aurora.
- A map worth exploring. Locked lands now appear as real islands drifting under fog, with a gold padlock on the next one you can buy, so you always know where you're expanding next. The map also runs smoother: no more flickering shadows and far less lag when you zoom out.
- Research has its own full screen. Clear branch tabs, easy-to-read cards and an upgrade button that stays in reach make planning your next breakthrough quick.
- Prestige hits harder. Your prestige perks now multiply on top of everything else, the offline perk pays out every time you come back, and your active boosts show right on the top bar.
- Bigger prizes. Leaderboard and Megabreach rewards now pay Aurora, the same amount for every lab, and model packs can be bought with Cores.
- Smoother everywhere. Ad buttons tell you when an ad is still loading instead of failing on tap, the welcome-back screen shows your away rate so you know how to raise it, big numbers read cleanly as 3.2K, and the win screen fits on one page.
Thanks for playing!
more Version 1.2.6 5h ago
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