
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].
Modeled estimate, not a reported figure. How we estimate →
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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 177 reviews with recorded playtime.
Reviews
Themes across 177 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
魔塔类rpg,有些操作真是一言难尽,每次打完一层面对满包乱七八糟的材料和灰装,整理半小时手都点酸,感觉不是在玩游戏是在当仓库管理员,但画风好看,玩法挺有趣
畅爽种田了,回头一看完美通关限80天两眼一黑。
牛逼
第一次玩这种魔塔像素风格的搜打撤游戏,还有养成种田系统,玩起来比想象中有趣。最好能优化一下游戏的服务器,玩起来有点卡顿。
怎么说呢,魂之归宿我会多玩几个周目,挽歌可能就玩一个周目 希望你们的下一款技能是像暖雪或者沙漠与弯刀类似有联动的那种 养成系统还是太麻烦了(对于追求极致的人太麻烦了) 烧脑紧张比不上魂,音乐跟比不上 不过瑕不掩瑜,至少数值还是正常的,和别的游戏比还是可以玩一玩的,加油吧
很有新意的魔塔玩法,装备和技能都有很多,搭配多样,策略性很强,也给不想努力的人(比如我)留了局外养成的活路。美术在同类游戏里算可以(放技能能给看立绘知足了),内容量足,数值体系玩下来感觉还算合理,boss和传统数值对碰不同,boss设计有新意,整体来说值得一试 怎么还有深谋远虑之策的)
总体比较好玩,但体验极度分化: 1.扫荡变强然后推图的玩法很舒服; 2.由于局外成长过强导致限时挑战极其繁琐,一张图要打好多遍,某天的决策有错误还要重新打。
休闲玩家种田,硬核玩家速通,我们都有光明的未来)
让我想起了在学习机上玩魔塔的感觉,连续玩了好几天。不错推荐
搜打撤的设计挺友好的,随时能跑路,不用像传统魔塔那样一步走错全盘重来。研究系统点起来也挺爽的,就是东西有点多,刚玩的时候有点懵,上手了就好
Related
Related
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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