
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
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??
ㅤ
The best autobattler based on a Jorge Luis Borges story bar none.
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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
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。
めちゃ面白い。ローグライクでスキル厳選が好きな人にはぴったりのゲーム。数字とかも大味に増えるので見てて楽しい所も⭕️ こうちまちまノートを埋めたり、どう工夫したらいいかを考える作業が自分には刺さりました。 まだクリアしたわけではないですが、思ったことを少し。 ちょっとビルドの幅が狭い。攻撃ガン振り+ライフスティールが正義なので、防御系を積む意味がない。死ぬ要因として継続ダメージが痛いんですが、これを防ぐ手段が少なく対応する意味があんまりない。 エンチャントの強弱が凄い。部屋ごとに50%〜350%変化するやつと、進めば進むほどスケールして最終的に400%ぐらいになるやつ。前者のギャンブルは何の為に存在しているか謎。せめて50〜500ぐらいないと使う意味ない。 バブデバフがどれぐらい作用してるのか謎で、ログ見ても何で死んだのか、何で勝ったのか分かりにくい。バックパックバトルみたいに活躍度を書いてくれるとありがたいなと思う。 と、不満点をつらつらと書きましたが、全クリまでやろうと思ってるくらいにはハマってます。 各種便利機能も快適に作動しているのでストレスフリーに厳選を楽しめます。 ぜひ敵を捩じ伏せる快感を!!
A pretty enjoyable auto-battler with a nice focus on build crafting. You don't have to do anything during combat, so most of the gameplay is about choosing books and figuring out what kind of build you want to make. Trying different combinations is probably the most fun part for me. Having multiple difficulty levels is also nice, since you can gradually increase the challenge as you get used to the game. It's a good game to have running on the side while watching YouTube or something. I originally played it pretty casually that way, but somehow a few hours would pass before I noticed. Nothing too complicated, but the build crafting is fun and it's easy to keep playing for longer than expected.
"Surely I won't die to DoT this time"- The Game
Extremely unbalanced so its not worth playing.
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。
Like Path of Building, but if it was a game
Players by region
Where this game's players are, estimated from review languages.
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