
A Magic Tower-style Strategy RPG with alchemy and progression. Play as Tasia and explore lost ruins with your companions. No unwinnable dead ends — plan your days freely, build your loadout, gather resources, and uncover the truth behind the [Calamity].
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About

The brilliant civilization of the old era was reduced to ash in the [Calamity]. Now, guided by the Church, humanity has gradually built a new order for a new age. The holy scriptures define that chapter of history as "punishment for defying the gods," and any attempt to explore it has become an untouchable taboo.
Yet as natural disasters grow frequent and monsters run rampant, cracks have begun to form in this fragile peace. On a stormy night, a young noblewoman named Tasia stumbles upon a hidden cave entrance. This forgotten place may hold the truth behind the [Calamity]……

Magic Tower Strategy — Every Step Counts
Requiem of Reuinis inherits the core of classic Magic Tower games, but shifts the focus from tedious individual battles to broader zone planning and resource management. The goal isn't to win every fight — it's the careful weighing of routes, keys, and resources. Do you spend keys to bypass tough enemies and grab resources early? Or grind steadily to build your strength? Every decision you make will shape the outcome of your exploration.
Alchemy & Research — Turn Resources into Power
Blindly charging at powerful enemies is never a good strategy. Built around a daily cycle, the game establishes an "Explore - Alchemize - Research" growth loop. Venture deep into ruins to gather materials, use alchemy to produce vital consumables and higher-tier resources, then solidify those resources into permanent stats and powerful equipment through research. Every day of accumulation becomes the confidence to challenge bosses and conquer ever-harder zones.
The Day System — Advance or Retreat on Your Terms
Say goodbye to the dread of a single wrong step ruining your run. The game's unique day system lets you retreat from the map at any time. Even better, there's no forced time penalty — the passage of time brings no doom, so you never need to agonize over small setbacks. Combined with in-run retreat, you're free to boldly experiment with every possibility. Chase the ultimate challenge with a minimum-day speedrun, or become an alchemy master — repeatedly exploring and researching to amass power, then crushing all obstacles with overwhelming stats.
Hundreds of Builds — Limitless Strategy
With 300 pieces of equipment and 80 skills, you can craft a truly unique playstyle and loadout. There is no "correct answer" here — every zone is a new strategic puzzle waiting to be solved.

We are committed to continuously expanding the world of Requiem of Reuinis, bringing you fresher and deeper strategic experiences. We are eager to hear every player's voice. Join our Discord to share your valuable thoughts and suggestions — let's polish this game together and write the final chapter of this adventure side by side.
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
Hours played at review time, across 130 reviews with recorded playtime.
Reviews
Themes across 130 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
像是在玩二次元手游,进新地图被数值碾压 -> 每日扫荡做任务肝材料养成 -> 一路乱撞 。90%强度来自局外,局内没几个宝石可以捡,请问我真的在玩魔塔吗。唯一的亮点是BOSS战。
第一次接触这种新魔塔玩法,玩起来就是直接猛肝,体验数值碾压的爽感,还有很喜欢这个画风
缺点: 1、种田部分既繁琐又冗长,不知道在探索收益直接反馈养成中间插入每天必须手动调整的炼金研究(往往不能直接提升战力的!)到底有什么意义?强行增加无谓的游玩时长,并且这种无谓将贯穿游戏始终且越到后面可能越是变本加厉,说是这款游戏最劝退人的罪魁祸首也不为过。 2、“慢热”,启动得比故障机器人还慢。基本要玩上大几个小时逐步补全玩法机制后角色从机体性能上才像是个人,和缺点1连携更是形成灾难般的前期游玩体验。 3、世界观背景交代不清,逻辑漏洞不少,剧中角色不是说不会话就是谜语人,有些对话极其难绷,剧情极其不知所谓,最后彻底沦为去哪里、杀什么怪、搜什么资源。 4、说是300装备80技能但是其中绝大多数都是玩具,要数值没数值要机制没机制,一点想拿来用的欲望都没有,不选择玩其中寥寥几种强力的成型BD流派就只能和粪怪各种斗智斗勇。 5、隐藏和谜题设计已经不知天地为何物了,像是作者跟玩家较劲不想让玩家找到似的。什么叫比较好用的装备和有像样演出的BOSS需要进行各种雷霆大解谜才可以接触到?正常主线流程中完全不存在半点可能完成解谜(骗人的,其实刻意去解也解不开)。 此外还有:不同区域没做出区域特色与环境差异化;后期小怪群机制变态打起来比BOSS恶心;BOSS出场多为雷霆大跳毫无新意且出招单一;多周目没实质增加内容;部分区域初见卡钥匙;商店货物价格和技能学习升级成本高到离谱;部分成就非要绑定离谱的天数限制;释放技能图片还得我自己关;……诸如此类数不胜数,再比如研究消耗什么才加什么产能、特殊掉落材料制作门槛高等一系列种田部分的问题由于可以统一归到缺点1去我都懒得提了。 优点: 好玩。 虽然不太想承认,但是就算有以上这么多缺点,总的来说本作依旧算得上是好玩。探索有持续正反馈且光是探索过程本身就足够支撑几十小时,怪越来越变态但角色性能随BD不断完善也存在多次质变,打到最后更是三体人大战小怪兽,绝对的数值与机制,由此而生的轮椅,教会你流口水的是……当然,更有可能是我完全被这游戏腌入味从而产生的幻觉或是某种精神疾病也说不定,所以就推不推荐游玩的参考价值而言,恐怕依旧只能用悲剧来形容。 因此,除非你是愿意花较长时间体验一款可能存在不同之处且具备一定新鲜体验的游戏、且可以接受这款游戏大概只有探索玩法好玩的策略游戏爱好者,我不推荐任何人购买游玩《列乌尼斯的挽歌》。
虽然我刚买的游戏,但是存档时长也有17小时了。 非常明显的缺点: 局外养成部分,增加产量升级会让对应资源的消耗增加,这就会导致几乎每次升级产量都会让你的资源出现不够的情况,还需重新摆放,很容易导致算了半天的产线升个级直接报废。(也可能是我不会算) 解密部分,堪比不看攻略去玩BS。但是现在这个游戏没有攻略,进群里问了之后作者也表示不知道干什么的东西就先不管,所以就在这里留差评了。 懒得写优点了,因为没有必要,所以可以先不写。
游戏是好游戏,但我还是更想玩到你们的传统类型魔塔。
魔塔类的RPG冒险游戏,二次元立绘也很棒,整体玩起来感觉比较简单,就是做任务收集材料偏养成,感觉有点肝
魔塔搜打撤,革新传统魔塔玩法,养成系统完善,随时撤退自由探索,策略感十足
关注了好久的游戏终于发售了,作为一个在群里潜水摸鱼近5年,还一不小心用了内测码的蛀虫,良心有点惴惴不安,遂写一篇自来水的评测,顺带解答一下新玩家的疑问() [hr][/hr] [h1]Q1:这是什么类型的游戏?[/h1] 《列乌尼斯的挽歌》的游戏类型是类魔塔RPG,另一种说法是固定数值RPG。本游戏类型可以追溯到上世纪末的经典游戏《魔法の塔》,也就是许多国内玩家在小游戏网站上玩到过的《魔塔50层》。后来国内玩家社区围绕这个玩法做了大量同人创作,逐渐形成了“魔塔Like”这个小众的细分游戏品类。 玩法上,这类游戏的核心特点是“[b]固定数值[/b]”——摒弃了RPG中几乎所有的随机要素,战斗结果完全由攻防数值决定。玩家不需要任何操作,只需要在战前做好计算和规划。游戏里每一步都要精打细算:钥匙怎么分配、路线怎么走、哪些怪该打哪些该绕。本质上考验的是策略和规划能力。 Steam上类似的游戏有《绯红编年史》和同作者的《魂之归宿》,目前均为特别好评。 [h1] Q2:本游戏[b]存在丰富的局外养成内容,还能称之为魔塔吗?[/b] [/h1] 正如前面所言,这类游戏的另一个叫法是“固定数值RPG”。决定你能否通关的核心永远是数值的计算与资源的规划。 可能引起争议为游戏里的 [b]“天数”机制[/b] 。游戏以“天”为单位推进,玩家可以在同一个区域反复刷上几十天,把所有能点的研究都点满,然后用碾压级别的数值平推过去。 [b]作者没有对天数做任何限制[/b],在游戏中花费过多天数本身没有任何惩罚,这套设计的本意是[b]为不同需求的玩家提供不同的难度体验[/b],作者鼓励而非强制玩家在自己能力范围内压低通关天数。对自己能力有信心的玩家可以挑战下成就系统内的天数成就,相信我,在有一定的游戏理解的情况下这个成就一点也不难达成,也许你可以从中体会到固定数值rpg的魅力。 [h1]Q3:本作和前述其它作品的区别在何处?[/h1] 如果你玩过其它的魔塔的话,应该能明显感觉到本作的玩法不太一样。相较于传统魔塔的获取能力宝石→打怪→获取更多能力宝石→打更强的怪[spoiler][strike]无尽小龙虾[/strike][/spoiler]的重复流程,本作将每天的游戏流程拆分为了“[b]局内探索→炼金规划→研究[/b]”三个部分组成的循环 [h2]局内探索:[/h2] 主要的游戏内容,攻克不同地牢中的强敌以推进游戏进程,约占游戏的50-70%。局内探索主要负责三件事:[b]一、攻克当前关卡所需的即时资源[/b](比如钥匙、回血道具、临时的能力);[b]二、局外成长的材料,[/b]包括金钱、各种炼金素材、新装备、永久提升能力的药水;[b]三、解锁炼金和研究阶段的新科技。[/b] [h2][b]炼金规划:[/b][/h2] 对于不打算进行速通的玩家而言,这将是后期获取资源的主要手段,约占游戏的10%-20%。起初可能看起来平平无奇,但随着各种新素材、增幅法阵、消耗品制作的引入,这个系统足以让任何想要作出最优规划的玩家头大[spoiler](已猪脑过载.jpg)[/spoiler],因此在合适的实际适当放弃一些边际收益也是现实的选择。 [h2] [b]研究:[/b] [/h2] 局内探索和炼金规划的终极目标,消耗资源的无底洞,约占游戏的20-30%。在研究阶段,玩家需要:一、消耗炼金素材,升级炼金科技,获取角色的数值提升,更好的炼金科技,新装备和新的装备栏位,在后期甚至能解锁炼金秘术以获取无尽素材。二、花费探索获得的金钱,在商店购买装备、药水、消耗品。三、规划自己的装备和技能,为下一次探索作准备。 [b][u]装备构筑系统是本作最大的特色。[/u][/b]本作提供了300多件装备和80余种技能,绝大多数都不存在绝对的上位替代,有些甚至能直接改变游戏玩法。玩家可以自由搭配装备其中的十数件乃至数十件,围绕自己的打法构筑,而不局限于某些特定流派。可以说,后期角色90%以上的强度都在于装备和技能搭配,而非简单的数值提升。 [spoiler]什么叫后期敌人都是数值怪,和我的50个奥术元素说去吧 ——by 塔西娅(20个戒指版)[/spoiler] [spoiler]PS:随着游戏进程的推进,你会收集到一些写着奇怪话语的字条,试着解开这些字条背后的谜题,也许这会改变你对游戏背景故事的理解。[/spoiler] [hr][/hr] 总的来说,如果你是一名策略游戏爱好者,不妨尝试一下“魔塔like”这一种小众到甚至没有被steam游戏标签收录的游戏品类,也许能带给你不同于其它策略游戏的独特体验。
这哪是玩魔塔,整个一二次元手游,90%强度靠局外养成,进图就被数值碾压,局内宝石没几个,全在刷材料扫荡。不过那个搜打撤的玩法倒是挺上头,钥匙路线得算着来,策略性拉满。Boss战做得不错,游戏很肝但有点停不下来,就是这魔塔味道属实跑偏了,希望下作别这样。
Fantastic fixed-value RPG that basically ends up like a big optimization puzzle. I think I like Soulestination a little more - it's got so much heart - but this is also really good. When I first read the words 'run-based' I thought it was procgen, but it's not: it's a series of dungeons you push further and further through as you get better at the game and get more resources and staying power, then you hit the next dungeon and figure out how to push into that, and so on.
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Trends
Steam followers (game-group members) tracked daily from when we started recording.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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