
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.
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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
好玩爱玩
有点小众但确实又很好玩,我其实只玩过24层和50层以及永不复还,但这个游戏的机制还是让我挺着迷的,前期魔塔玩法稳扎稳打,中后期开始思考装备技能组合bd,一局游戏一小时构思bd半小时规划爬塔,爽感还是太强了,打完一张图忍不住就想再开一次。
简单说就是瑕不掩瑜,也瑜不掩瑕。 音乐:不太行,听得我头疼,特别是一直肝的时候听得想吐 画面:就是普通魔塔画面,立绘和建模没有亮点 游戏性:养成和难度曲线太难绷了,建议优化,特别是中期地图解锁一过去全都是红怪,根本不知道哪个地图才是应该去刷的,指引性和难度曲线很差。那个种地更是不行,一加科技树第二天又要重新调地,简直是烦死了,一点种地的乐趣都没有,只把糟粕抄过来,材料数值没研究明白,玩的很难受,而且很墨迹,就是拿来卡玩家时间的。至于装备搭配和技能组合,看似很多,实际上好用的就那几个,数值和机制都给得很吝啬,就算解锁新装备也没啥惊喜,后期还不如一直拿弓箭爽,其他流派强度都很差。 剧情:跳过。 解密:跳过。 还有一个我觉得问题很大的点,就是很卡顿,不知道为什么到后期熔岩工厂那些怪多的图走路都很卡顿,这个游戏优化需要加大功夫,我这电脑配置不算拉跨吧,黑神话玩着也没问题,玩个魔塔一直卡顿是真糟心 说了缺点,优点很简单,就是让人上头,如果后面继续优化数值和指引的话,我会推荐别人玩
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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
容错很高,我是第一次玩类似魔塔的游戏,前期确实让我体验到了魔塔的精打细算。中间我的水平不够,慢慢种田也有养成的乐趣。玩家可以自己选择难度、玩法,而不会影响大部分成就和剧情,这点很让我喜欢。其中有很多解谜,这些解谜如果其他玩家已经得出答案,那么解谜苦手也可以选择直接跳过解谜,这也非常棒。另外游戏中还有很多有趣的装备,可以选择丰富的构筑和策略。这些都大大增加游戏的丰富性和自由度,而这些都是我喜欢的游戏特质,这特别好。如果可以的话,想要做一些更好看的角色皮肤,这会让我更喜欢这款游戏
非常好玩 1.就是局外养成也就是炼金这一块在初见时容易玩不明白,但是在了解机制后感觉还行 2.有区别于传统魔塔,构筑方面做的很完善了,尝试不同的流派还是很有意思的 3.扫荡机制五星好评,省掉了很多无聊的刷材料环节,整体节奏还是很平缓的,如果不刻意追求挑战的话 4.什么时候能加入boss回想挑战环节?还有练功房的人偶不怎么好用啊,有可能优化一下吗?比如说能自由调木桩的数值啥的
太好玩了太好玩了太好玩了! 前期高压情况,成长带来的反馈很强,中期构筑成型后爽度上来了。 后期构筑的丰富性和策略性更是超乎想象。 各个隐藏BOSS做的都很有特点,不同BOSS需要不同的打法。 本以为后面没有高难内容了,最终的巴别塔直接把压力和史诗感拉满,禁止援助情况下蠕动通关,想尽各种办法,接近弹尽粮绝打过万劫圣母非常有成就感。每个奇点的区域BGM和机制设计都非常有感觉。 另外这游戏几乎没有反人类的设计,在舒适度上做的非常好,撤回非常好用,而且可以无限养成,许多解密也是直接给了答案。 十几年前就是魔塔游戏的爱好者,那时候玩网页的经典魔塔,新新魔塔玩的不亦乐乎,后来魔塔接触的少了。但是这一版的魔塔真的是玩过最好玩的魔塔了!
遊戲要素頗多, 又有裝備,技能,局內升級, 成長要素等等, 比起拆塔, 中期開始內容更傾向裝備技能配搭, 配好了, 秒天秒地, 配錯了, 一小時候拆塔突然墮機(喜歡我的共享禁魔大陣嗎). 整體而言, 量大管飽, 不太像傳統魔塔類遊戲, 魔塔內容只是驗值你的build 配搭及煉金流水產線
300天全收集=爽游 80天通关压力太大,然后发现有人16天通关。。
好评,魔塔风味的炼金rpg游戏。相比这个价格,内容量非常丰富,三百多装备大部分都是有各不相同的机制,不过作为rpg,除了最后一张地图的大部分图都可以靠堆数值轻松通过,最后一张图给我打流汗了,真有以前玩魔塔的感觉了。当然也有一些小问题,比如如果不扫荡,炼金根本跟不上推图进度;比如非常多的限伤怪和马拉松boss;解密有些莫名其妙等等。不过瑕不掩瑜,作为一个三十多小时的小品游戏已经物超所值了
魔塔+局外养成还是很独特的游戏体验。看我游戏时长就能感受到有多上头了(乐) 优点是流派构筑还是比较丰富的,加上技能机制和局外资源机制使得游戏性区别于一般的魔塔,这一点还是很认同的;剧情上中规中矩,不过关底的效果做得不赖,而且美少女魔塔属实不赖; 坏处是作为类魔塔注定不太传统(悲)为了服务于局外养成,怪物的数值设计相当区,也不是说打不了,就是有点失去了传统魔塔那种数值计算和解关的乐趣。这个局外养成的资源设计也很一言难尽。不过换而言之也是对新手友好了,可以一直睡觉发育然后把重点放到装备技能构筑上,搞出一些类似左脚踩右脚的很有意思的build; 总而言之瑕不掩瑜,在同类玩法上还是比较有创新设计,作为杀时间的小游戏玩起来不会感觉别扭(骗你的玩起来就上头了) 所以下一作什么的速速端上来罢(
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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