ELbab

ELbab

Early access since Dec 2025

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.

80% positive · 136 reviews
Not yet
In early access, still in active development
High confidence
Active Development
Not yet
In early access, still in active development
High confidence
Active Development

Where to buy

Steam $6.99
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Evaluation

ELbab launched into Early Access on December 12, 2025, and the developer is a solo creator who explicitly describes the game as being in an "alpha stage." The store description openly acknowledges that enemy variety and balancing are still works in progress, and the developer's FAQ commits to "continuing to adjust balance, add new skills, and rework enemy abilities over time." Since launch, the developer has been consistently active: 54 update posts have been made, including a named mid-sized content update (version 0.0.3.0, released January 3, 2026) that introduced the Library Index system and other substantive gameplay additions, plus 17 feature patches adding new systems like the Monster Codex, EHP tracking, DPS display tools, a seed-based run system, and various balance overhauls. The most recent update was posted on May 10, 2026, confirming the developer is still engaged. This is a game very much in active development, working toward a future 1.0 release.
Evidence
Mid-sized content update 0.0.3.0 launched, introducing the Library Index system using Papyrus, expanded item filter, rebalanced progression, and new negative MOD options.
news post · Jan 3, 2026 source content shipped
high
Developer describes the game as being in an alpha stage, with enemy variety and balancing still works in progress; commits to continuing to add new skills and rework enemy abilities over time.
store metadata source development ongoing
high

Media

Details

Developer
Publisher
makz
Achievements
—
Platform
Windows
Controller
—
Steam Deck
Playable
Players
Single-player

About this game

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.

Frequently Asked Questions

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!

Last evaluated Jun 15, 2026
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