
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 →
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.
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Engagement
Reviews
Themes across 359 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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
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Languages: English, Simplified Chinese, Japanese
Hours played at review time, across 361 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]抛弃传统魔塔,炼金种田+类魔塔RPG:《列乌尼斯的挽歌》怎么样?[/h1] 提起种田建造,大部分玩家的第一印象都是开垦土地、播种浇水和拔除杂草等等,日复一日等候作物成熟,玩法早就变得千篇一律。 本来我以为本作也是传统魔塔玩法,但是玩了之后游戏是局内外双养成+种田,而且局内策略性很足,本作虽然继承了魔塔的核心玩法,但新元素的加入对于魔塔类RPG来说是创新。 [h2]游玩体验[/h2] 本作的双养成体系,对比传统魔塔游戏我认为比较出彩的地方。局内就是经典的魔塔迷宫玩法,进入地下迷宫后沿路拾取各类临时强化道具,例如提升血量和攻防等属性;之不过所有局内加成只在本次迷宫生效,离开副本之后便会清空。 游戏真正的重点在于局外养成,也就是本作的炼金种田玩法,局外养成能占游戏大部分内容。通过炼制各类药水与装备,用来永久提升角色的基础属性。还有专属的研究系统,每天收取流水线产出的材料,完成科研项目强化角色,像放置种田差不多挂机能积累资源。 本作不鼓励一下通关,更多的是需要一定策略性,玩家在副本内的各类资源道具进行严格把控。玩家可以选择使用钥匙拿资源,也可以结束副本攒资源,两种玩法给到玩家充足的选择权。 但是本作给到的容错率又很高,必入操作失误和资源消耗殆尽,都有回溯功能;且死亡可以选择结束副本也可以进行回溯,也没有失败惩罚;另外,游戏加入天数机制,随时从副本中撤退。 本作对比传统魔塔容错率提升巨大,不用怕背板和走一步就坏档,所以对未接触过魔塔的新玩家来说入坑是不错的选择。 小Tips:游戏内置扫荡系统,解锁之后一直扫荡就可以了,扫荡后下副本即可;因为局内策略和资源控制占大头,所以不扫荡玩起来有点牢(个人认为),当然每个人喜好不同,可根据自身偏好游玩。 游戏内有300件装备与80种技能,足够搭配出不同的构筑流派,当然搭配好了也能一路平推。只不过有点肝,对装备掉落等有要求,所以还是推荐挂机扫荡攒资源。 [h2]结语[/h2] 个人认为本作更像是披着魔塔外壳的长线种田游戏,加入了炼金种田、局内外养成和极高的容错率,所以我认为本作更适合休闲玩家,每日通过种田和扫荡副本等,使自己的数值膨胀起来后直接下本碾压;如果你想体验《绯红编年史》这种传统魔塔的话本作存在一定差异性。 两种玩法的融合有利有弊,休闲玩家可以慢慢享受养成带来的数值;当然传统魔塔玩家如果想尝鲜也可以尝试下。 [quote]欢迎前来关注「 [url=https://steamcommunity.com/groups/steam_bldywl_collection/curation]买了等于玩了收藏会」 [/url] [u][b]收藏心头好游戏,买过就算体验。[/b][/u][/quote]
中后期装备build挺有意思的,但是局外的炼金养成太疯狂了,还有一大堆非常诡异的解密环节,这些变态解密又绑定很多奖励,不过有内置答案倒也不是不能做,但还是很折磨,我不禁想问魔塔真的需要这种ARG环节吗?根本没必要啊? 整体上来说还是挺有趣的。
炼金系统是不是有点太麻烦了?你又不是那种工厂游戏,而且战斗数值还绑定炼金,想打过去还必须搞这个劣质的合成生产系统。
给好评是因为这是绝对优秀的魔塔游戏,装备搭配和技能组合爽到没边,作为魔塔牢玩家看到游戏里的阻激夹域和推拉换位直呼高潮。 但是一个巨大的绕不开的缺点摆在这里——建议把基建这块删了,又臭又长又繁琐还每次探索回来都要弄,太恶心了。 初见48天b结局通关,个人算比较满意的了。走的领军巨棒加先攻套的物理流,白狼一开就乱撞,体验非常好,知道用拉怪和沉默处理坚固怪就是乱玩,路上的小boss和最终boss都是变狼一头撞死,追逐战更是白狼乱跳,还是太有操作了。 但真的越玩越觉得可惜,前期劝退十分严重,前两图捡完宝石还是打不过强怪太劝退了。打到白城开始体验大幅上升,后续地图几乎全是一把过,白城打到第三条路就已经觉得属性超大幅度碾压了。此时的属性去打精灵→剧院→工厂的一把过路线真是步步为营紧张刺激,给我玩爽了。 但是,推完回头去两张隐藏图简直爸爸打儿子,完全没体会到超好玩的矿车设计,雪山更是一点机制不记得纯平推。然后这俩图打完往后走又是纯乱撞。多发育太多装备格子和天数了。后续流程感觉自己是不是进错图了全是负伤害的怪物,非常可惜。只有最后的巴别塔稍微有点挑战了。 游戏通关后嘛...想去玩其他流派怎么办?我基建没买防御和法伤啊,而且这样完全没法体会其他流派发育期间的辛酸,前20张图都不能爽!从头开荒?那又要把又臭又长的基建再搞一次?这一想想就劝退了。隔壁绯红编年史是值得我去打全流派通关的,但这边...我很难有兴趣再起新号了 希望给出一个挑战模式:使用给定的养成程度和装备格数打过对应地图。我想看看官方给出的通关标准是什么,以及快速玩到对应关卡养成程度的全流派,做成一个可选项放在开局选项里也行啊。 以及...下一个作品希望还是更纯粹一些的塔吧......
很好玩,多个更新
Magic Tower games are a relatively small genre, and in this genre (at least thus far) the game seems to be one of the best. The game is not as strict of a math puzzle as some others, as it folds in an amount of metaprogression between "runs" at static (i.e., not procedurally generated) dungeons of escalating difficulty. The challenge becomes how [i]quickly[/i], in terms of numbers of runs / "days", you can reach a point of clearing a dungeon and opening the next. Each dungeon has a few bosses with distinct gimmicks, several loot-once artifacts that expand your potential adventuring wardrobe, and there is a decent (if basic) story told as you move forward. The game is also HUGE from what I can see, and I'm finding the slightly more forgiving puzzle adds to how fun it is to keep playing and pushing forward, challenging myself to keep the run/day counter low. It is built in RPGMaker, which may be a minus for some, and a bit anime-trope-y, which may be a separate minus for others. But, it is well constructed given its engine, with responsive controls, generally smart pathfinding, and an EXTREMELY robust Undo system (seriously, not sure how they did it). English translation is good and seems thorough; despite the Steam video and page images showing untranslated text/screens, the game seems to be completely translated. Overall, a strong recommend.
神作,太好玩了
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