
ELbab is a pixel-art roguelite set in an endless library. Choose tiles to progress through dungeon-like paths and enjoy a build-crafting experience similar to ARPG planning tools. All battles are automated, letting you relax with coffee, videos, or even other games while refining your build.
Modeled estimate, not a reported figure. How we estimate →
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About

ELbab is a roguelite auto-battler set inside an endlessly expanding library.
Each run is designed to last 30 minutes to 1.5 hours.
The gameplay blends tile-based dungeon progression with the feeling of crafting builds in a hack-and-slash game.
Combat itself is fully automated, so most of your time is spent planning and optimizing your build.
Because the game is auto-battle and playable entirely with the mouse, it’s perfect for relaxed, multitask-friendly play sessions—enjoy a cup of coffee, watch videos, or play other games while progressing through ELbab.
(Assigning the ESC key to a mouse button makes it even more comfortable.)
The difficulty is intended to be on the tougher side. However, since ELbab is currently in an alpha stage and developed by a solo creator, enemy variety and overall balancing are still works in progress.
Q. Isn’t the balance a bit rough?
A. Yes, there are certainly still areas that need improvement. We plan to continue adjusting the balance, adding new skills, and reworking enemy abilities over time.
Q. Isn’t the inventory too small?
A. It is small. However, at the moment, we consider the need to make careful choices part of the gameplay experience, so the current size is intentional.
Q. Aren’t the STR / INT / DEX requirements too strict?
A. In the demo and in the “Beginner Library” (when the Library is still uncleared), you can only progress up to Floor 2. The full library goes up to Floor 4, so the early game may feel tight.
Also, each character has certain stats that appear more frequently, so the intended strategy is to strengthen books that match that character’s naturally favored attributes.
Q. Aren’t some rooms much more valuable than others?
A. Here are answers regarding a few key rooms:
Room of Awakening
Our intention is to place enough Unique Books here to let players define a build direction—similar to a “class” choice in traditional RPGs. This may change with future balance updates.
Treasure Room
The reward includes a Book and Ink, but the amount of Ink may need adjustment. It’s also possible that players don’t realize Ink is being awarded, which suggests a UX issue we may need to improve.
Room of Conversion
The Unique Book you get depends on the mods attached to the Normal Book you convert, creating some degree of controlled randomness that lets you aim for specific Unique Books.
Q. I want to reset my Runestone.
A. Currently, the system is designed with a degree of “regret” in mind, so respec is not implemented. However, the planned Library Customization feature (tentative name) may eventually provide a way to handle this.
Q. Skill Books almost never drop, or relying on the starting skill feels boring.
A. We are planning a system where certain events will trigger sub-skills. When this is implemented, players will have more skill choices. We also plan to continue adding Skill Books over time.
Q. Can you improve the randomness of the dungeon map?
Q. Can we enhance books at any time?
A. I’ll answer these together.
We will continue adjusting the randomness (the algorithm is quite complex…).
Separately, we are planning a Library Customization feature, where players use Papyrus (a persistent currency) to shape their own library.
Examples include making shop rerolls optional, fixing the location of Runestone rooms, or allowing book enhancement at any time.
Q. I want a “Calcs” feature like those in build planners (detailed numerical breakdowns).
A. I want that too…
But implementing such a system would require a full configuration engine to simulate various combat conditions, which is extremely difficult.
For now, we only provide basic DPS results as a temporary solution—sorry!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese
Engagement
Hours played at review time, across 45 reviews with recorded playtime.
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Like Path of Building, but if it was a game
The best autobattler based on a Jorge Luis Borges story bar none.
ELbab is a mechanically deep buildcrafting game with impressive potential. Excited to see how different playstyles become viable as the game develops.
慣れちゃえば面白い でもUIとチュートリアルに関しては改善の余地がありまくり 最初はどうやって本を使うのかまったくわからなかった ヘルプ>ゲーム開始時の流れ の3ページ目に記載があったけど、最初にヘルプをすべて読んでね、というのは現代の親切なチュートリアルに慣れきった人々には厳しい あと、レアソケット周りはおそらくバグか設定ミスで絶対に達成不可能な条件が提示されることがある 最低値が0なのにマイナス以下を要求されても・・・
おもろいですわ
面白い、面白いんだけど最後は疲れたしか残らない。 MODでステータスを盛って戦うというインフレゲーとしての楽しさがあるのだけど階層を深めていくとデメリットがこれでもかと盛られたMODが出てきてそれを取捨選択するというストレスがある。 そしてそうやって頑張って選んだ強さと深い階層の敵の強さが合っておらず運ゲー以上に時間ばかり消費する。 他ゲーでいうところの転生システムがあるがアセンションポイントのようなものも取得量がかなり低い、転生で増やせるが20%増やすのに貴重で有限な13枠の一つを奪う、強力な能力の間にこの20%が挟まってて地道にためても13枠のうち6枠はこいつに埋められてしまうのか、と思うとなんだか周回する気も段々失せてきて、まぁ、もういいかな、となってしまった。 ただ最初は面白かったんですよねぇ、2階層目までは面白かったんだけどもそれ以降がフラストレーションがばかりがかなり強かった、滅茶苦茶残念。 せめて枠上限さえなければ地道でも進もうかなって思えるんですけどね。
久しぶりにアプデが来ました 今後に期待
love
ローグライトって色々ありすぎて最近ジャンルが取っ散らかってる感ありますがゲームとしてはハクスラ系のMODやスキルを取捨選択+オートバトラーです。 ゲーム内容としてはとても地味なんですが戦闘フェイズが色々なエフェクトやサウンドなどが派手とまでいきませんがモチベーションを上げるぐらいには盛り上げてくれる、それがゲームとしての手ごろ感と非常にバランスが良くここは開発者さんのセンスが光る所だと思います。全然疲れないので動画見ながらとか適当に何度も遊んでたら数時間経過してるので甘く見ていると後で後悔するタイプの危険なヤツです 自分はまだ全然うまくビルド組めてませんが色々試してみたくなる良ゲーです 音楽も結構自分の好みですね。無音の場面が所々あるのは意図的なものかどうかわかりませんがその辺はまだ発展途上感があります 軽量なゲームなのでグラボのFANも動かずサボってます
"Surely I won't die to DoT this time"- The Game
Related
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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