
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
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.
ELbab is a thoughtful and unconventional roguelite that trades moment-to-moment reflexes for long-term planning, experimentation, and build mastery. Developed and published by makz, the game unfolds within a vast, ever-shifting library where each run is shaped by the player’s choices rather than direct combat input. Instead of actively attacking enemies, the player’s role is that of an architect—deciding which paths to take, which books and modifiers to collect, and how to assemble a build capable of surviving increasingly punishing encounters. This approach immediately sets ELbab apart from more action-focused roguelikes, offering a slower, more cerebral experience that rewards foresight and system understanding. The core loop revolves around navigating a branching, tile-based map that determines the flow of each run. Every tile represents a potential opportunity or threat, from combat encounters and treasure rooms to special conversion spaces and enhancement nodes. Choosing where to go is rarely trivial, as short-term gains can easily sabotage long-term survival if they do not align with the direction your build is taking. Runs are deliberately substantial in length, often stretching well beyond a quick pick-up session, which gives each attempt a sense of weight and commitment. Success feels earned through careful optimization, while failure often provides clear lessons about which choices or combinations didn’t quite work. Combat itself unfolds automatically, with units and abilities triggering based on the structure you’ve assembled rather than direct player input. While this may initially seem passive, it places enormous importance on preparation and synergy. Books act as the backbone of progression, functioning as skills, units, or modifiers that fundamentally alter how your build behaves. With a large and varied pool of books available, experimentation becomes central to the experience, as subtle changes can dramatically shift performance. Some builds lean toward overwhelming sustained damage, others toward survivability or conditional effects that reward specific sequencing. Watching a carefully constructed setup succeed can be deeply satisfying, especially when the outcome hinges on smart decisions made many rooms earlier. Visually, ELbab embraces a clean and readable pixel art style that supports its strategic focus. The library setting is understated but atmospheric, and the clarity of sprites and effects ensures that even automated battles remain easy to follow. Rather than overwhelming the screen with flashy effects, the game prioritizes legibility, allowing players to understand why a fight was won or lost. The audio design complements this restrained approach, with music and sound effects that reinforce a contemplative tone rather than driving adrenaline. Together, these elements create an experience that feels calm and methodical, even when the underlying systems are pushing the player to their limits. As an Early Access title, ELbab naturally shows some rough edges. Balance can occasionally feel uneven, with certain enemy spikes or book combinations proving disproportionately powerful or weak. The depth of its systems also means that tooltips and explanations sometimes fall short, leaving players to infer mechanics through trial and error. Meta-progression outside individual runs is relatively light, which may make repeated attempts feel less rewarding for those accustomed to roguelites that offer constant permanent upgrades. However, these issues feel more like growing pains than fundamental flaws, and the game’s underlying design shows a strong sense of direction and identity. Ultimately, ELbab is a game for players who enjoy deliberate decision-making and the satisfaction of watching a carefully planned strategy unfold. It asks for patience, curiosity, and a willingness to experiment, but it gives back a uniquely relaxed yet mentally engaging roguelite experience. While it may not appeal to players seeking fast reflex-driven action, it stands out as a distinctive alternative within the genre, one that emphasizes understanding systems over mastering execution. With continued refinement and expansion, ELbab has the potential to become a quietly compelling staple for fans of strategic, build-focused roguelites. Rating: 6/10
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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
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。
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
良い点 PoE2などに似た強化をしていくのが楽しい。 何度か繰り返してビルドや戦い方を探っていける。 繰り返し遊びたくなるのだ。 悪い点 探っては行くんだけど 計算が分からない部分がある。 もう少しいろいろな説明を増やしてほしい所。 ヘルプを読んでもわからない部分がいくつかある。 ・要望 ラスの初期スキル1種類しかないので増やしてくれない??
2000年代MMOのダンジョンに、放置狩りで潜ってる感じ。 もちろん攻略自体が目的。 強いビルドを見つけるのが楽しい。 攻撃・防御ごとにたくさんのパラメータがあって、同じ方向性でもどれを伸ばせばより良いか、または手持ちのカードをどう取捨選択するかなどの吟味を楽しめる。 攻略サイトを見ながら効率的にプレイしていくタイプのプレイヤーには合わないかもしれない。 ローグライトというよりは一度限りのハクスラ。
本を集めたりスキルツリーを作っていくローグライクオートバトラー 戦闘は基本的にオートバトルで進行し、戦闘後に隣接マスから進むマスを選んでイベントをこなしていく イベントでは、本の取得や強化、スキルツリー用の石版?がもらえる 本はスキルまたはバフまたは基礎ステ強化があり、それをスキルツリーの穴に嵌めていく 本の組み合わせに悩んだりして楽しい スキルツリーを石版?を組み合わせて作っていくのは面白かった
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。
ノイでアセ2クリア段階での感想。 若干作業感強いかも。テンポは悪くはないが、単調さは感じる。ノイに関しては毎回結局物理ノヴァビルドになっちゃって、他のビルドに行く意味があまり感じられなかった。 成長システムは面白いんだけど、上昇幅が大きすぎるせいか、逆に選択の意味が感じられない。雑に期待値が高そうな方向に進めていくだけで自動クリアになっちゃう印象。難易度上がると変わるんだと思うけど、永続強化が全然進んでいないのと、別キャラ触ると難易度が下がるのも相まって、いまいちやる気が起きない。 あとやっぱり、実行スキルの種類が少ないのは気になる。 基本的なゲームシステムはとてもよいし、ドロップ品でいいのがないかチェックするのも面白い。強化要素が実質的なガチャガチャに近くてそれもちょっと面白い。 いいところはすごく多いけど、物足りなく感じる部分も多い。 個人的にはアップデートがもう少し重なって、ゲームの完成度があがってからプレイを再開したいと思う。 あと、テキストベースのヘルプは充実してるので、説明不足感とか不親切感はあまり感じなかった。チュートリアルめんどくさいけど一応念のためにやっとく派としては、チュートリアルがほぼないことに不満はなかった。
The best autobattler based on a Jorge Luis Borges story bar none.
Players by region
Where this game's players are, estimated from review languages.
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