
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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Reviews
Themes across 359 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
这个类魔塔游戏跟魔塔的乐趣很不同 魔塔的乐趣是疯狂抠细节,找路线然后以低战损过怪 而这个游戏是炼金 搭配装备(成长相当于塔捡宝石) 这导致一开始玩这个游戏非常难受,得不到正反馈 ,因为你不练金 不合理搭配装备就会非常卡能力 这游戏的路线规划也围绕着局外成长(拿装备,材料)而不是想着一次过(用大战损拿装备) 而这反而有些乏味,乐趣与大部分游戏类似(装备 技能 探索 重来) 嗯··· 在魔塔中好玩 在大众游戏中偏上一点吧(乐趣成立于正反馈 要一个多小时-w-)
魔塔+所谓搜打撤,其实感觉和真正的搜打撤还是不太一样的,通过局外成长渐进式探图的一个核心玩法 本作相较于传统的魔塔和近十年比较火的以剧情为核心的蓝海塔有很多创新,主要就是装备搭配和炼金玩法,加上搜打撤探图,三个创新点还是非常新颖,初上手很有新鲜感 装备搭配自由度很高,对于追求数值build研究的玩家应该有相当的深度,不过过多的装备选择+超多词条+比较原始的ui给build的过程造成了一些困难 炼金玩法就比较无聊了,主要是控制速通进度进行一个科技的取舍,对于普通玩家可以说是比较重复而且没有什么乐趣的过程,产能一提升就要重新铺一遍材料,比较繁琐 boss战设计非常不错,本作的战斗逻辑让魔塔的固定位置战斗有了动起来的感觉,技能设计多样,演出也比较到位,配乐还是挺带感的 剧情这块相对于蓝海塔非常薄弱,设定都是在道具文本里面交代,丰富程度还是可以的,但是主线就非常白开水 玩到后面由于拆塔技术不行导致的重复度有点太高,给玩疲劳了,走的防杀流派真结局boss真的刮不动,遗憾离场 总体而言非常不错的作品,作者也都是圈内老人了,魔塔商业化非常不容易,当然还是支持一下 评分:9/10
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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
game is good
挺不错的
玩到后面更像是rpg了。
局外基建后期就直接查无此系统了,每次提高产量反而变相的提高了基础物资消耗,感觉变成了水多加面面多加水,最后看见无限基础资源的研究才懂了这玩意儿是饺子醋。游戏本身内容很丰富,后期我就带提高血量上限技能加烟斗加教父盾上2个超凡叠叠乐,十几万血后期都是平推。官方还给了一把4费匕首当逃课器,装上去直接加一千多攻击力。还有挺多流派可玩性挺高,总之挺推荐没玩过的试一下。
A solid rpg/puzzle game full of content, with an absurdly high number of unique items and abilities that will shape your playstyle. If you enjoy at least one of the following: challenging RPGs, loadout customization, puzzles, maths, resource management - then you are likely to enjoy Reuinis, regardless if you played any Magic Tower-likes before. Demo has about 10-20 hours worth of content depending on your playstyle so it's worth trying to see if this is your kind of game or not. As an example, I had a mid-late game build with an item that makes all killed enemies shoot magical projectiles at 4 nearby living enemies. Then I added an item that makes all killed enemies die 2 more times (essentially tripling the amount of projectiles), as well as a whole bunch of stuff to boost magic damage. Nothing quite beats the feeling of killing a single enemy and starting a chain reaction which fills your screen with projectiles and particles - tanking your framerate and maybe even freezing your game, and obliterating every enemy on the map in the process...
Similarly to what others might say, this plays more like a Rouge-like game with Magic Tower elements. It's 1000% more accessible to causal players due to the fact you don't need insane run optimization to beat the game or even avoid a soft lock. And Rouge-like because you can create really stupid synergies that'll make you either god or blow your pc up with action queues. A Rouge-like puzzle game I guess, What is lacking to me is the story and character building. The world building could be alright due to the fact the Calamity is destroying information linked to it therefore would be removing history books and whatever. Therefore the lack of worldbuilding. I just wish I could've learnt a little bit more about the present society. Else than it being a generic medieval fantasy world with magic and a collapsed hyper advanced civilization. But that's me. What really sucks is the characters. Soulestation, the previous game (not connected to this), has more characterization for its protagonist than this game for its characters. Yes, there are many games that do not have story or lore bits or whatever to them, but Requiem of Reuinis has a very little amount of character interaction. just enough to maintain the plausibility of the story, that it becomes a detraction from it. Soulrestation, although it's ending a bit abrupt and rough, had me satisfied for Rovia. Requiem of Reuinis ending had me feeling like 'oh that's interesting/cool', or 'that's it?'. I would've felt more sad to finish the game if I had been more immersed in the characters. An outside hub from the main base screen with the difference protagonist character you chose to play as would've maybe been sufficent. In the end, I'm just an autist for characters and worldbuilding. The game was really fun, and trying to solve the ARG puzzles in game with a friend was also very fun.
游戏还是不错的,前期稍显无聊,中期森林和白银城部分最好玩,既有解锁道具体验新bd的乐趣,关卡中也很考验策略。后期(打了结局A之后)开始数据严重膨胀,很多技能没什作用了,策略也基本没了,就靠力大砖飞,巴别塔解锁之后实在是灾难,说是有局外成长,可是这个时候局外成长已经全解锁完了,商店也买完了,只能硬刷那个杀人刀,关键道具还要解密,网上又没有攻略,讨论区攻略也是写的迷迷糊糊,解密了半天,然后靠之前没用过的所有药剂,一波干死,最后boss牛逼吹的震天响,前面一直在拖时间,后面一刀就没了,还没有前面某些boss 有策略感,真的心累。总体而言体验中间高两边低吧,有些技能太过于厉害,比如变狼,装备里那个抉择加攻防的,还有教徒的藏品实在太厉害了。有些bd 根本就不完整,比如紫色菇的,就那么几个装备,也就中期可以用用
依旧瑕不掩瑜,十分有想法的一作,好的地方我就不多说了,如果有下一作希望继续发挥 坏的地方我着重讲一下: 第一是意味不明的解谜。基本每个图都有并且五花八门,而且大多与魔塔本身的相关性太低,然后又与奖励强相关,不得不做,以至于不少人估计得加群或者搜答案才能做完,相比于魂之归宿而言实在有点过分,魂之归宿的几个解谜只跟成就或者血和钥匙有关,我都直接跳过了。这点有点让我觉得反胃,但毕竟能搜答案,能让人捏着鼻子做。 第二是重量级的研究系统。demo我就提意见希望能简化,最后还是端上来依托大的。首先是材料种类太多,然后新材料的合成基本都需要旧材料。我不是不能理解这种做法,毕竟不这样搞的话,旧材料会立马失去作用。但这带来了新的问题,越高级的材料合成的时候需求的旧材料越多,因此引出了第一托大的,需求材料的指数级增加,但如果只靠旧材料本身的产出强化研究,根本不够用。因此又引出了第二托大的,每次解锁新材料都会出现基于新材料的强化旧材料产出的研究。有人能理解我每次拿到新材料之后,一看研究树多了好多项,刚觉得高兴的时候,仔细一看全是什么低端材料产出强化的时候,有多无语吗?最终呈现的结果就是研究树多且杂,需求素材多,无论是硬核玩家还是休闲玩家,估计都不会对整个研究系统有好感。 第三是不知道该批评还是表扬的装备系统。整个装备系统很丰富,build很多,免去了传统魔塔合装备和切装备的缺点,的确值得表扬,但是也带来了新的问题,那就是装备过于丰富,虽然能够搜索指点词条进行配装,但是有些装备的效果描述可能不会出现想要组的流派的关键字,因此还是那个问题,你不搜攻略的话很难想到某某装备是一个流派的关键装。这里就不如传统魔塔了,起码做个基本的流派分类告诉玩家哪些装备是能搭在一起的,如果要混搭那就看玩家本事了,不然像现在每次配装都要在几百个装备里面一个个找,还得担心是不是漏了什么装备。 总的来说,需要适当做点减法
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