
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 →
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
Reviews
Themes across 51 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
口口口,口口口口口口,口口口口口口口口口,口口口 口口,口口口口口,口口口口口口口口,口口口口,口口口口口口 口口,口口口口口,口口口口口口,口口,口口 除了口以外的字一個都沒有 也是神了
オートバトル式のビルド特化ローグ ここまで細かくパラメータを設定しているのは珍しく、ハクスラ系のネトゲっぽくて好印象。 ただ、最初にチュートリアルを全部ドカンと表示されて萎える人は結構いそう。 ビルドハクスラは基本的に各パラメータをじっくり理解して、段々と自分のビルドに合ったパラメータを重点的に伸ばそう、というものだと思うが、初っ端からテキストだけでまとめて説明されるのはきつい。 このあたりはアプデで改善されることを期待。 個人的には、ビルド目標が分かりやすくなるように、攻撃スキルは本と別枠管理にして欲しかったところ。 あとは敵が遅延スキル連打するのやめて欲しい。 ネガティブMOD付きすぎ、まだ初期ステ以外にキャラ差が分からない
分かりやすくstsライク+PoEライクのオートバトル。 ジャンルとしては大変わかりにくくも、飛び交う数字とパッシブツリーとランダム性の高いMod、これを見るだけで興味が湧く人は少なくないはず。 価格帯としては良いプレイ体験が出来るし、早期アクセス(2026/02/26時点)としてはグラフィックもテーマ性もバッチリなのだが、他の方が言っているようにゲームバランスが非常に悪い。 無限に周回が前提であるPoEのようなランダムMod収集要素を、一周で最善を突き詰めるようなstsライクに詰め込んだせいで攻略を目指すと8割は無駄な情報と化しているのが非常に残念。高難易度になるほどシナジーを強力にせねばならない都合上、シナジーからはずれた要素は無視するしかない。しかし、無駄な情報を選別する作業にプレイ時間がとられるせいで爽快感や達成感が薄まってしまう。 また、レアリティや高価値なModに対するアピールがとても薄く、似たジャンルのゲームと比べてレアドロップ等が出た盛り上がるタイミングがほぼ皆無なのも残念。音楽が簡素なのも相まって、黙々と情報整理をするゲームになっている。それが楽しくもあるのだが、もう少しゲーム的に盛り上がりは欲しいところ。 せめてボスドロップであったり、レアなModの入手時とかもう少し派手になってほしい。 (欲を言えばSEやダメージ表記のクリティカルなんかも派手に演出してくれて良い気がする) 良質なゲーム要素を兼ね備えている部分は多いため、逆に言えばバランスと演出さえ改善されれば化けるゲームと感じるし、現時点でも十分にやりごたえがあり楽しめる要素はたっぷりなのでオススメです。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Hours played at review time, across 51 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
恐ろしいのは、PoEをやりながらこのゲームを作れたことだと思います
It has potential, could very well be the most absurd roguelite autobattler and any build you can think of could work, since this game is akin to a playable PoB, but it needs more diverse active skills, less RNG, and a ton of polishing.
- The game NEEDS more tooltips. Especially on the stat bar and runestones. Stop making me gamble on a run from lack of information. - Normal skills are in a weird place. You can't transform them or scale them in most ways. - You should be able to hot swap books. In other words, drag and drop a book into a slot with a book already in it. Either add that, or increase the inventory size so I don't get constantly annoyed from having to keep a slot free. - The visual design isn't particularly conducive for conveying information.
ランダムパッシブツリー、ランダムMODジュエル。完全にビルドオタク、ハクスラオタクの為のオートバトルゲームです。
やたらと細分化されたステータスを理解するまで時間のかかるスルメゲーです。 理解できれば火力伸ばすために必要なものを集めやすくクリアもしやすくなります。火力やステータスの%を増やしてニヤニヤできる方向け あと、多彩な状態異常で超遅延したあげく即死攻撃してくる雑魚やボスがいるのでそれを許容できるのならおすすめ。私は許容できなかったので一回ゴミ箱ダンクしました。
EAですがもう更新来なさそうなのでおすすめしません。 キャラごとに正解のビルドが大体決まっているので、それに向けて拾っていくだけになりがち。 後半のデバフ撒きが酷くて免疫取ってても負けるどうしようもないことが多い。
Fun game, pretty bare bones at the moment with runs lasting around half an hour and builds that look suspiciously similiar no matter how you play due to an obvious power gap with evasion/block/resistances/ailments etc. The only complaint I have is the new papyrus system incentivizing a dozen runs for 1 skill off the skill tree, that's just absurd with the costs of the upgrades and the scant amount of papyrus you obtain in an average run. If the game had more content I could understand, but honestly I don't want to play a game requiring tons of hours to throw into it just to have a slightly different experience the next go-around. This system will more than likely ruin this game and a player's motivation if not changed. Aside from the negatives, I really look forward to what's next. As a system with rng enchants of both positive and negative trying to form a cohesive and applicable strategy to win is actually pretty refreshing in games of this type.
Players by region
Where this game's players are, estimated from review languages.
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