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Eslabong on Steam

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Arena combat meets mercenary club management. Recruit from a dynamic market, build your squad, and compete season after season in leagues and cups.

Eslabong is a auto battler, strategy and management game developed and published by shirowita.
Released on August 24th 2026 is available only on Windows in 11 languages: English, Spanish - Spain, Portuguese - Brazil, Russian, Simplified Chinese, Korean, French, German, Italian, Turkish and Japanese.

It has received 1,208 reviews of which 1,148 were positive and 60 were negative resulting in a rating of 9.0 out of 10. 😎

The game is currently priced at 15.49€ on Steam.


The Steam community has classified Eslabong into these genres:


Here is the detailed breakdown of supported languages for Eslabong:

UI Subtitle Audio
English
German
French
Italian
Korean
Spanish - Spain
Simplified Chinese
Russian
Japanese
Turkish
Portuguese - Brazil

Media & Screenshots

Get an in-depth look at Eslabong through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10 (64-bit)
  • Processor: Intel Core i3-2100 / AMD FX-4300
  • Memory: 8 GB RAM
  • Graphics: Intel HD Graphics 4000
  • Storage: 2 GB available space

Steam Price & Best Deals

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

50 hours played
Sept. 2026
Feedback I'm a Korean gamer who has been enjoying Eslabong, and I wanted to share some feedback about the game's progression and PvP system. One of the things I find most fun about Eslabong is not just the strategy, but also the excitement of pulling an amazing, legendary-level character and building them up. However, with the current PvP stat normalization and the fact that the seasons are essentially endless, the game has started to feel more repetitive and grind-heavy to me. I think the game could be much more interesting if there were a limited number of seasons, something like 10–15 seasons. After completing the final season, players could choose 5 characters they have raised, set up their strategic formation, and use that team to enter PvP. This would give players a real reason to search for and build the strongest possible team during those 15 seasons. It would also bring back the excitement of pulling a legendary-level character. If you get an amazing character, you would actually have a reason to invest in them because you're thinking about your final PvP team. It would also give players a reason to care about winning seasons early on. For example, if winning a season early allows you to sell your characters for a higher price, then winning early seasons could increase the overall value and strength of your roster by the time you reach Season 15. That would make season management and decision-making much more meaningful. And since Season 15 would be the end of the progression cycle, you wouldn't necessarily need a traditional endless endgame. Instead, there could be more content focused on leveling characters, gaining Prestige (명성), and developing your roster throughout the 15 seasons. Since there would be a clear endpoint at Season 15, you could also prevent players from repeatedly saving and loading their game to retry character pulls, and increase the chances of getting characters with higher growth potential, including characters that reach their maximum growth potential. Then, after Season 15, the game could transition into a proper PvP endgame. PvP could be separated by difficulty as well. For example: Peace players can only PvP against other Peace players. Infernus players can only PvP against players from the same Infernus difficulty. Each difficulty could have its own leaderboard. I think this would make raising characters much more satisfying, because you would not just be raising characters for the sake of endlessly progressing. You would be raising them while thinking about how they will fit into your final PvP team. Right now, I feel like the biggest problem is that the game doesn't really have an endpoint. There are a lot of places where you need Prestige as an endgame currency, but there aren't enough meaningful ways to obtain it. Because the progression never really ends, it can turn into an endless loop of grinding the same things over and over again. I feel like this may be one of the reasons some players eventually get burned out and quit. I really like the core idea of Eslabong, especially the strategy and the excitement of finding and developing great characters. I think giving the game a clear 10–15 season progression cycle, followed by a PvP endgame, could make those parts of the game much more meaningful and exciting.
35 hours played
Sept. 2026
Game is amazing , there is waaay more more in this game then i expected. You would be surprised how deep and strategic this game can get. You can change the entire match with a tweak of your teams AI. If i had to describe this game i would say it's a Fifa Manager Mode / FM flavored Gladiator Management kind game. You could literally scout or watchlist any mercenary or wait the one you really want for your comp. There are insane amount of classes in the game and champion units which breaks the class system. They could have skills from a bunch of different classes. Although i wish they were generated and not pre made , will get to that. The gameplay is actually smooth if you want to go for it. I mainly play it in autobattler mode cuz that's my jam , i like forming the perfect team in my head and tweaking their AI's till they are unstoppable. The AI is very customizable , you could literally change every little decision your units make. And it completely changes the game and the match outcomes. And if the enemy lost the first round you can bet they will change and adapt to yours so you can't just rock the same setup and chill. I just finished my first Season so i bet there is lot more coming and im super hyped about the new champions i will find and face along the way. LAST EDIT: I played a lot more seasons/saves and it only gets better. Everything i stated before or recently have been either fixed or he found a way around it to make it work. This guy is very hardworking and you can tell he really likes his game/community and cares about it deeply. He responds to every suggestion or problem on discord. ALONE by the way. Pushes updates once/twice a week. Adds classes , fixes problems , adds new game modes like it's insane. Worth every penny and his effort is worth even more. Give it a try ! Now to some ideas i had while playing that would make it better in my opinion; -(FIXED) Like i mentioned before the Champions seem to be limited and hand made even though it would be a bit chaotic and hard to balance i still think there should be randomly generated champions around , there is a lot of ways to balance them like keeping their stats a bit lower to the pre made ones and giving them only 1 legendary and a few rare skills maybe. Make it so that they only get skills that fits their weapon or armor to limit what they can get maybe? I think Dev's could think on this since this would make it so there is limitless variety to keep playing the game. ***( He fixed this by adding "Shiny" units.)*** -(FIXED) We should absolutely be able to recruit units from other divisions , to balance it you could make it so only under performing units would be willing to join a team below their current division. And i don't even know why we can't get them from a division below us to begin with , this was a major upset for me. ***(This was made better at first but it was still limited in some ways that for example you couldn't get other champions from other teams like ever. Now though this is working flawlessly just like i wanted!)*** -The name of the game still feels off ? Not that i mind it but it would be way harder for this game to be found. So if it's not too late maybe look for a name with some key words in it ? Just a thought. ( i think he settled with the name , oh well) In general i am surprised and thankfull for it , you can't imagine how long i've been waiting for a game like this. To find it one day after release is such a blessing aswell so i don't have to wait for it. Amazing concept and very fun. Thank you Franz , please keep working on this, this is a goldmine.
5 hours played
Sept. 2026
Every time you open Steam on a new day, you will find Eslabong in the update queue. Yes, the development is SUPER active and that is a good thing. The game itself is fun, simple yet complex, compared to other auto-battlers I've played. It really makes you feel like you are roleplaying as three roles at the same time: * The team manager: managing the team's schedule, contracts, gear, stamina, and the overall "administration"; * The coach: directing the team's tactics, formations, and performance; * The player: directly controlling one of your team members on the battlefield, casting skills, and attacking target enemies (feels like an RPG game). There are so many rewarding activities you can do to improve your squad. This is easily in my top three auto-battler games, especially for fans of management games. I can't recommend it enough.
17 hours played
Sept. 2026
Great game. Nice depth while still being a chill game. Needs some QoL improvements, specially helping the player understand how stats and character progression works, but overall a really good game
43 hours played
Sept. 2026
This is a game about running a Club of Gladiators. You have statistics, seasonal rankings, hero development, many (many) classes to choose from, advanced options to tweak AI/Behavior Tactics, and you are fighting in different Divisions, trying to raise your Club's renown, standings, and legacy. You start out mostly looking at classes and stats, but eventually everyone starts having a bit of a history. I've had fighters I was ready to sell turn things around after tweaking their tactics, prospects I've slowly built up until they were ready for the main team, and a Orc Warrior I got from a Draft Cup win who ended up becoming one of my best, most disruptive fighters. There's a lot of freedom in how you build your roster. You decide who is worth investing in, who to sell, how to develop them, and how you want each fighter's AI to behave. After watching enough matches you start finding combinations of fighters that work well together (in my case Ethan the Rogue and his Shadow Clones creating havoc in the backlines while Cristian the Lightning Mage freecasts on the enemy melee clump. The enemy tries to stop one, then the other spirals out of control). And before long your team has its own way of fighting. The different Cups are a big part of it too. Draft is probably my favorite beyond the main seasonal matches, and the smaller team Cups actually give you a reason to care about the rest of your roster instead of just using the same five guys every time. You can break out beyond the established 5v5 strategies, and think more about 2v2 or 3v3 matchups, for example. There's also a lot of nice management, like paying attention to your fighter's rest/energy level and swapping in benched units for less pivotal matches. There's a lot you can do with scouting an enemy team before a match and tailoring your strategy. There are a lot of nice lifetime statistics to preserve a character's legacy, and a lot of rankings throughout a Season showing how your team or individuals stack up against other star heroes in the league. And, it feels great to see these units you've been fostering rising up the leaderboards for Kills or Impact as known forces to be reckoned with in the Division. That's really what has kept me playing. At this point I have guys I don't want to sell because of what they've done for the Club, prospects I'm waiting to see develop and testing the waters with, and certain combinations I trust because I've watched them win crucial matches together. You end up making your own little story as the Club grows, and that's easily my favorite thing about the game.

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Frequently Asked Questions

Eslabong is currently priced at 15.49€ on Steam.

No, Eslabong is currently not on sale. You can purchase it for 15.49€ on Steam.

Yes, Eslabong received 1,148 positive votes out of a total of 1,208 achieving a rating of 8.97.
😎

Eslabong was developed and published by shirowita.

Yes, Eslabong is playable and fully supported on Windows.

No, Eslabong is not playable on MacOS.

No, Eslabong is not playable on Linux.

No, Eslabong is not playable on Steam Deck.

No, Eslabong is not playable on Steam Machine.

No, Eslabong does not support VR.

Eslabong offers both single-player and multi-player modes.

Eslabong offers both Co-op and PvP modes.

No, Eslabong does not currently offer any DLC.

No, Eslabong does not support mods via Steam Workshop.

Yes, Eslabong supports Remote Play Together. Discover more about Steam Remote Play.

Yes, Eslabong is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Eslabong.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 21 October 2026 01:54 UTC
SteamSpy data 19 October 2026 03:39 UTC
Steam price 21 October 2026 03:47 UTC
Steam reviews 17 October 2026 17:45 UTC

If you'd like to dive deeper into the details about Eslabong, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Eslabong
  • SteamCharts - Analysis of Eslabong concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Eslabong compatibility
Eslabong
Rating
9.0
1,148
60
Game modes
Multiplayer
Features
Online players
371
Developer
shirowita
Publisher
shirowita
Release 24 Aug 2026
Platforms
Remote Play