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.

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Już wkrótce we wczesnym dostępie

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Uwaga: gry oferowane w formie wczesnego dostępu nie zostały jeszcze ukończone i do momentu pełnego wydania mogą ulec zmianom lub nie zmienić się w ogóle. Jeśli ta gra w jej obecnym stanie nie interesuje cię, sugerujemy poczekać, by zobaczyć, czy prace nad nią pójdą dalej. Dowiedz się więcej.

Od twórców:

Dlaczego wczesny dostęp?

„We believe that gathering feedback from players will help us create a better overall experience and achieve more refined game balance.
Releasing early also helps maintain development motivation, which is especially important for a solo developer.”

Mniej więcej jak długo gra będzie w fazie wczesnego dostępu?

„We plan for the Early Access period to last about 6 months to 1 year.”

Czym różni się zaplanowana pełna wersja od tej z wczesnego dostępu?

„We plan to continue improving the game through ongoing updates, including UX enhancements, balance adjustments, the addition of new Skill Books and Unique Books. We are also considering new post-clear combat content, as well as systems that allow players to customize dungeon runs with various optional modifiers—such as enabling Book enhancement at any time, toggling shop rerolls, and more.”

Jaki jest obecny stan wersji z wczesnego dostępu?

„The Early Access version already includes all core content needed to enjoy the full game loop: completing standard dungeon runs, selecting from three playable characters, over 130 Unique Books, five difficulty levels, viewing the Ending Books, and more. All features shown in the game description and screenshots are already implemented in the Early Access build.”

Czy cena gry ulegnie zmianie podczas i po wczesnym dostępie?

„There are no plans to change the price during or after Early Access.”

Jak zamierzacie włączyć społeczność w wasz proces tworzenia?

„We welcome feedback in any form and will address as much as possible. We also intend to improve translations based on player suggestions. Even at this stage, many features have already been refined thanks to feedback from players currently playing the game.
You can reach out through X (Twitter) or Bluesky, or leave your thoughts in a Steam review—any feedback is greatly appreciated.”
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Planowana data wydania: grudzień 2025

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O tej grze

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.

And one last secret: since this is an Early Access alpha version, pressing R on your keyboard will reset the run. If your starting map is truly terrible, give it a try.

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!

Wymagania systemowe

    Konfiguracja minimalna:
    • System operacyjny: Windows 10 (64-bit)
    • Procesor: Intel Core i3 or equivalent
    • Pamięć: 2 GB RAM
    • Karta graficzna: Intel HD Graphics 4000 or better
    • DirectX: Wersja 11
    • Miejsce na dysku: 200 MB dostępnej przestrzeni
    • Karta dźwiękowa: DirectX compatible sound card
    Konfiguracja zalecana:
    • System operacyjny: Windows 10 (64-bit)
    • Procesor: Intel Core i5 or equivalent
    • Pamięć: 4 GB RAM
    • Karta graficzna: Intel HD Graphics 5000 or better
    • DirectX: Wersja 11
    • Miejsce na dysku: 400 MB dostępnej przestrzeni
    • Karta dźwiękowa: DirectX compatible sound card
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