
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 190 reviews with recorded playtime.
Reviews
Themes across 190 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
探索炼金循环设计不错,但睡觉堆数值就能过,反而削弱了路线抉择的博弈感。解密缺乏引导,卡关时无处查询,建议增加局内提示或线索指引。
玩法还不错 我好久没玩类魔塔了 玩着挺上头 游戏画风挺可以 不过闪退有点频繁 希望可以早点修好这个
非常快乐的游戏,探索要素很多还能组BD不同的组合有明确的玩法 希望官方尽快把角色立绘补齐,现在都是色块 而且商人物品卖完了就没有了???比如HP/MP药剂/箭矢这种基本货物总不该卖完吧?我就没见过商人会把自己的HP/MP药剂卖完也不补货的 我不想浪费格子自己做我想买不行么?为什么要作者教我玩游戏??? 现在也没有料理系统,天天吃蘑菇...在吃下去估计要变循声者了,想想都可怕
写在最前面方便开发者看到: BUG:最后一关的巴别塔几乎必定弹窗报错,每次到第二图打完肿胀之母或者远古泰坦就必定报错。倒数第二关王城本来不会报错,后来调整了一下装备搭配以后,也有可能会报错。(第一次出现报错是弓箭流带了个审判日,打左边第二图清完其他怪物,然后平A击杀带禁魔光环的怪物的时候) 建议:局外的部分太多了也消耗了大量时间,如果下一作可以将局外的部分融入到每个地图的阶段性探索里面那就天下无敌!例如每个图可以解锁的属性和装备,拆成几份放到地图中必须探索到某个点,或者BOSS战后解锁。这样每一张图都需要多次探索才能完全攻略,让每一个关卡都有那种需要一步步探索的感觉,同时也省去了大量的局外时间。当然如果隐藏要素能简单点,或者家里的角色对话能有更多引导解谜的提示,总之最好就是不需要跑到游戏外找攻略那就更好了! 正文: 本来以为绯红编年史已经是魔塔天花板了,没想到这么快又出了一个天花板。在传统魔塔的纯数值策略上融入了更多RPG风格的装备技能搭配,BOSS战也不再是纯数值的对抗而是变成需要走位躲技能的动作回合制,不需要一次性通关可以随时撤退换套路或者种田加属性再来,让玩法变得更加丰富内容更有深度自由度也非常高。前面三关可能感觉就是家里扫荡把场外成长加满然后属性碾压,而三关之后就不一样了,敌人带有丰富的机制不再是能数值碾压的憨憨,地图的特色和装备技能流派的搭配才慢慢呈现。这一作是随着探索不断提高角色能力和解锁新的装备技能,可以根据你的游戏风格和地图特色去自由地搭配你的玩法套路。一共305种装备81种技能,装备需要占据1-6个装备格,装备格从3格开始最多可以解锁到到66格,一套搭配下来就是20几件。技能则是可以选择4个。装备和技能可以搭配的套路也是异常丰富:可以先制额外攻击一回合结束战斗,可以远程射箭或者法术轰炸来安全击杀,可以使用带诅咒的装备来获得极高的属性,可以给自己加大量的BUFF同时降低敌人的属性欺负弱小,可以使用大量的道具和药水来折磨敌人,可以跳跃冲刺避开敌人去摸金,可以通过获得额外的升级宝石来极大强化装备性能,可以变身动物使用另一套技能模版战斗,可以召唤元素妖精人偶来辅助战斗,可以控制敌人让他们互相战斗或者移动不再挡路……20几件装备和4个技能栏,让你可以糅合多种不同套路,形成自己独特的战斗风格。 最舒服的体验就是: 每一关都有新的不同机制的敌人,没有可以通用的一套装备技能搭配。而你探索每一关的时候,又发现新解锁的装备技能极其适配你之前的套路并可以活用于这关,或者新获得的装备技能可以很好地对付这些新的带有麻烦机制的敌人。于是你就针对这关机制去研究搭配,然后根据你的思路将原本的套路打不过的关卡轻松攻略。像是在会后退阻击的敌人身后召唤精灵不让敌人后退,在会追击角色的数值怪身前召唤精灵堵路,封印会自爆或者复活变强敌人的技能让他们乖乖受死,使用跳跃或者冲刺技能穿过激光夹击从安全的位置进行战斗,使用操线将堵路的没有有效针对手段的敌人移到犄角旮旯里去罚站,使用超远程攻击狙掉躲在大量怪物身后的光环怪从而进行突破,那种对上思路以巧取胜的感觉简直是爽到升天!!!! 最后,弓箭流是真的恐怖: 弓箭本身吃物理攻击力,物理伤害加成,弓的加成,箭的加成,射击的加成,战斗外伤害的加成,这些所有加成都是独立乘区,不是加算是乘算,不是加算是乘算,不是加算是乘算(很恐怖所以说三遍),而且射箭不消耗持续XX场战斗的BUFF相当于BUFF几乎是永驻的,可使用次数高达100多次只需要消耗箭矢没有任何额外的需求,4格射程5格弹射的绿洲岚唱和8格射程附带操线BUFF的夺心双翼更是面对所有敌人都能应付自如。本来说想测试一下最高能打多少伤害,结果那个没有任何防御和减伤的王城BOSS直接被秒了。技能带金钱就是力量,泡影与废墟,森林呼唤白狼,装备必带荣光护腕吃两遍BUFF。属性可以高达:攻击力1936,物理伤害加成747%,弓的加成210%,箭的加成5+150%,射击伤害加成375%,战斗外伤害加成137%,我都不敢想象有多恐怖。
画风很可爱,类魔塔的RPG,还是需要一些规划的,毕竟钥匙有限,想玩的休闲点就慢慢扫荡就行。不过感觉前期探索不了多少,资源有点少,得多升升工坊,要是能再加点资源就好了。
玩魔塔的时候会记得几步一存档,但这个种田的时候完全记不起来,猛种几十天然后死机了,只能重新调用手动存档的位置,建议做一个自动存档的功能
浅玩了一个多小时,我发表一下自己的看法 同一张地图怪物数值差距很大,每次探图只能浅尝辄止。可能制作人希望玩家每次探险都能规划出不同路线,合理取舍分次拿完地图资源。 通过局外养成和扫荡来提升主角数值,打不过就睡大觉,睡到打的过,这导致游戏整体很不连贯。 睡够了一次探索全清地图?那还有什么博弈! 打不过了再睡觉?这样挫败感很强,走几步就遇到数值怪堵路 那要是折中呢,边睡边探图? 那不是玩家自己在平衡游戏数值设计?? 总结一下 ,我觉得这游戏完全没有博弈
So far I have not seen a lot of the games, been trying to optimize prematurely for the first map and miserably found out I was on a very long track (guess that's why they warn against that kind of optimization huh?). The game offers a very relaxed way of approaching the game by allowing you to skip days without much apparent consequences (besides missing the achievements). However the strategic side - clearing the games in a limited amount of days - does require an ample amount of game knowledge and some crazy optimization to get the achievements. This is a very fresh way to introduce choose-your-own-difficulty in Magic Tower games. It's a must-play for those who love ToTS-like games. If you want more game with meta-progression that plays like this, check out Tactical Nexus as well.
美少女看顺眼了和绯红编年史同捆买的,虽然不贵但是肝爆了,必须把场外成长肝完才能正常通关,制作组能不能放过我??
我说素人魔塔太好玩了有没有懂的
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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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