
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 152 reviews with recorded playtime.
Reviews
Themes across 152 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。玩起来还可以,刷刷刷也能找到乐趣。不过有些操作有点繁琐,装备材料整理太繁杂了。
아직 엔딩 까진 한참남았지만 무조건 추천할 수 있습니다 마탑류를 즐기는 사람이라면 안할 이유가 전혀없습니다 이제 스테이지 방식이 되서 게임소개문처럼 완전히 진행이 막혀버리는 공포에서도 해방 하지만 마탑류를 즐기는사람을 위해서 무한파밍하면 랭크가 깍이는 철인모드도 준비되어있고 정말 철저한 계산을 해야만 도달할수잇는 도전과제도 준비되어있음 그런데 요즘 중국 마탑류게임이 스킬비중이 엄청 올라갔는데 심플한걸 즐기는 입장에서는 조금 걸림돌일지도
列乌尼斯的挽歌》( Requiem of Reuinis)是由独立制作人 Zaxiquej制作的一款将类魔塔地宫冒险和工坊炼金属性养成相结合的策略RPG游戏。 游戏背景设定为旧世界曾爆发毁灭性 “灾厄”,导致了当时文明的覆灭。而人类新社会由教会做指引所建立,教会也垄断历史解释,将探寻灾厄的真相列为禁忌。而在之后的故事里,一名贵族少女“塔西娅”意外的发现一个隐蔽的洞穴,并与伙伴一起深入遗迹探索废墟、对抗魔物、同时撕开教会的谎言,了解导致文明毁灭的真相。 游戏的玩法主要分为类魔塔的地宫探索、炼金工坊的生产资源和强化属性。 地宫探索方面,游戏继承了魔塔的核心玩法,地宫中走格子打怪、拾取钥匙打开障碍、收集三色宝石来加强角色局内属性、收集药品道具做消耗品使用以及打开宝箱获得宝物。但游戏也有自己的创新,传统魔塔那样对角色养成、路线规划要求有点高,新手玩家策略不好时可能会进入卡关的情况,而且无法回头只能重新开始,而本作则采用了可反悔、可撤退的设定,地牢设计也是让玩家重复的进入来通过。 炼金工坊方面则是游戏的另一创新,将种田的玩法给加入了进来。游戏中玩家会获得一个炼金室(田地),每次战斗后可以进行一些资源类物品的放置然后每日有固定产量,随着流程推进田地也越来越大,可放置的种类也越多。而炼金室的产物可以用于解锁科技研究,来让角色属性进行强化,加攻击加血量之类的。每每地宫探索遇到困难推不动的,就可以种几天田等角色属性提高再进行推进。 综合来说,游戏对魔塔的创新是蛮好的,两种玩法的结合让本作有不错的游戏性,降低了魔塔的高要求,让玩家能更轻松休闲的游玩。而美少女的立绘以及剧情叙事也是下了功夫。推荐喜欢类魔塔、资源管理、数值经营的玩家尝试。 [quote]关注「[url=https://steamcommunity.com/groups/45531088] 鸢尾花 [/url]」[/quote] [u][b] 致那一朵未至鸢尾花 [/b][/u]
首发立刻入手,总体玩下来还是给了不推荐,但是不代表这个作品问题很大,而是一些痛点搞得人很难受,相反,这个作品的完成度很高,以下是主观评测:(只谈缺点) 1.炼金系统出发点是好的,在游戏地图外给主角提升,可是资源太吝啬了,总体算下来我在外面睡觉的时间跟游戏内地图探索的时间大概四六开,导致每天都在炼金里面点点点,没有探索地图的计算和激情,虽然游戏没有限制天数,但是过于克扣的局外资源并不能带来良好的游戏体验,红蓝海的魔塔我也玩了很多了,总是感觉让人很难受,有一种红不红蓝不蓝的感觉,不上不下的。 2.频繁的闪退真是让人很恼火,配置附在评测上了,这个配置玩一个魔塔小游戏一小时能闪退八次,每次都是莫名其妙的地方,比如炼金结算,地图转换,打怪,甚至是射箭都会闪退,这是为什么,就算我的配置有问题,也不应该如此频繁吧,真是非常影响游戏体验 3.肯定有人说了哎呀魔塔类游戏不就是让你算来算去抠资源然后获得成就感的吗,这种只是针对一部分玩家,也有的玩家就是想咸鱼过关或者是初见咸鱼过关再二周目进行啊,有的人可以有优越感,但是为啥还要瞧不起咸鱼玩家?都是真金白银支持的,玩个游戏还有鄙视链了? 4.游戏内引导太差了,真的,好多地方根本找不到,举几个例子,雪山地图在哪?没见过,白城的许愿池投币的功德有啥用?不知道,还有其他地方中谜语人一样的提示,比如歌剧院和图书馆,我能理解作者的心理,想加一些隐藏元素让游戏玩起来不那么线性,枯燥,我承认确实勾起了我的好奇,但是当我加了企鹅群后根本找不到任何相关的攻略,网上搜索也没有,那么我该如何探索这些要素?在群里提问也很快石沉大海,找不到解决的答案。 -------------------------------------------分界线----------------------------------------------------------------------------- 我不否认游戏本身的创意是很好的,魔塔肉鸽结合也很吸引人。但是实际游玩下来,只能说是差强人意。当然有下一部作品大概率还是会支持,但是确实是给人带来的体验太差了,就先说这么多
感觉本质炼金工房,局外炼金搞得好局内就能乱杀
虽然是魔塔游戏但是局外养成有点太多了,一直在搜材料,游戏内容很丰富,就是有些肝,希望降低肝度。
很难想象,魔塔竟然也能开发出搜打撤
游戏很好,但是希望下一部作品还是不要这种局外大量运营后局内多次刷取的玩法吧。。。
虽然是好评,但是可惜游戏本身食之无味,弃之可惜。 解锁了扫荡后,只需要一直扫荡,然后满级下本碾过去就行了。 不扫荡,那么就极其无聊且坐牢,你花费几十分钟搞局内策略,不如多点一次扫荡。
过完教学关到第一关两个蓝色史莱姆打不死,打一下扣我50血,但怪不消失,再碰就伤0血,永远卡死
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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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