
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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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 359 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
兼顾拆塔和养成, 魔塔玩法加种田炼金很有意思,BOSS设计出彩,轻度玩家也能玩
魔塔搜打撤,革新传统魔塔玩法,养成系统完善,随时撤退自由探索,策略感十足
这哪是玩魔塔,整个一二次元手游,90%强度靠局外养成,进图就被数值碾压,局内宝石没几个,全在刷材料扫荡。不过那个搜打撤的玩法倒是挺上头,钥匙路线得算着来,策略性拉满。Boss战做得不错,游戏很肝但有点停不下来,就是这魔塔味道属实跑偏了,希望下作别这样。
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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
关注了好久的游戏终于发售了,作为一个在群里潜水摸鱼近5年,还一不小心用了内测码的蛀虫,良心有点惴惴不安,遂写一篇自来水的评测,顺带解答一下新玩家的疑问() [hr][/hr] [h1]Q1:这是什么类型的游戏?[/h1] 《列乌尼斯的挽歌》的游戏类型是类魔塔RPG,另一种说法是固定数值RPG。本游戏类型可以追溯到上世纪末的经典游戏《魔法の塔》,也就是许多国内玩家在小游戏网站上玩到过的《魔塔50层》。后来国内玩家社区围绕这个玩法做了大量同人创作,逐渐形成了“魔塔Like”这个小众的细分游戏品类。 玩法上,这类游戏的核心特点是“[b]固定数值[/b]”——摒弃了RPG中几乎所有的随机要素,战斗结果完全由攻防数值决定。玩家不需要任何操作,只需要在战前做好计算和规划。游戏里每一步都要精打细算:钥匙怎么分配、路线怎么走、哪些怪该打哪些该绕。本质上考验的是策略和规划能力。 Steam上类似的游戏有《绯红编年史》和同作者的《魂之归宿》,目前均为特别好评。 [h1] Q2:本游戏[b]存在丰富的局外养成内容,还能称之为魔塔吗?[/b] [/h1] 正如前面所言,这类游戏的另一个叫法是“固定数值RPG”。决定你能否通关的核心永远是数值的计算与资源的规划。 可能引起争议为游戏里的 [b]“天数”机制[/b] 。游戏以“天”为单位推进,玩家可以在同一个区域反复刷上几十天,把所有能点的研究都点满,然后用碾压级别的数值平推过去。 [b]作者没有对天数做任何限制[/b],在游戏中花费过多天数本身没有任何惩罚,这套设计的本意是[b]为不同需求的玩家提供不同的难度体验[/b],作者鼓励而非强制玩家在自己能力范围内压低通关天数。对自己能力有信心的玩家可以挑战下成就系统内的天数成就,相信我,在有一定的游戏理解的情况下这个成就一点也不难达成,也许你可以从中体会到固定数值rpg的魅力。 [h1]Q3:本作和前述其它作品的区别在何处?[/h1] 如果你玩过其它的魔塔的话,应该能明显感觉到本作的玩法不太一样。相较于传统魔塔的获取能力宝石→打怪→获取更多能力宝石→打更强的怪[spoiler][strike]无尽小龙虾[/strike][/spoiler]的重复流程,本作将每天的游戏流程拆分为了“[b]局内探索→炼金规划→研究[/b]”三个部分组成的循环 [h2]局内探索:[/h2] 主要的游戏内容,攻克不同地牢中的强敌以推进游戏进程,约占游戏的50-70%。局内探索主要负责三件事:[b]一、攻克当前关卡所需的即时资源[/b](比如钥匙、回血道具、临时的能力);[b]二、局外成长的材料,[/b]包括金钱、各种炼金素材、新装备、永久提升能力的药水;[b]三、解锁炼金和研究阶段的新科技。[/b] [h2][b]炼金规划:[/b][/h2] 对于不打算进行速通的玩家而言,这将是后期获取资源的主要手段,约占游戏的10%-20%。起初可能看起来平平无奇,但随着各种新素材、增幅法阵、消耗品制作的引入,这个系统足以让任何想要作出最优规划的玩家头大[spoiler](已猪脑过载.jpg)[/spoiler],因此在合适的实际适当放弃一些边际收益也是现实的选择。 [h2] [b]研究:[/b] [/h2] 局内探索和炼金规划的终极目标,消耗资源的无底洞,约占游戏的20-30%。在研究阶段,玩家需要:一、消耗炼金素材,升级炼金科技,获取角色的数值提升,更好的炼金科技,新装备和新的装备栏位,在后期甚至能解锁炼金秘术以获取无尽素材。二、花费探索获得的金钱,在商店购买装备、药水、消耗品。三、规划自己的装备和技能,为下一次探索作准备。 [b][u]装备构筑系统是本作最大的特色。[/u][/b]本作提供了300多件装备和80余种技能,绝大多数都不存在绝对的上位替代,有些甚至能直接改变游戏玩法。玩家可以自由搭配装备其中的十数件乃至数十件,围绕自己的打法构筑,而不局限于某些特定流派。可以说,后期角色90%以上的强度都在于装备和技能搭配,而非简单的数值提升。 [spoiler]什么叫后期敌人都是数值怪,和我的50个奥术元素说去吧 ——by 塔西娅(20个戒指版)[/spoiler] [spoiler]PS:随着游戏进程的推进,你会收集到一些写着奇怪话语的字条,试着解开这些字条背后的谜题,也许这会改变你对游戏背景故事的理解。[/spoiler] [hr][/hr] 总的来说,如果你是一名策略游戏爱好者,不妨尝试一下“魔塔like”这一种小众到甚至没有被steam游戏标签收录的游戏品类,也许能带给你不同于其它策略游戏的独特体验。
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。。。
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
Haven't even come close to finishing it yet but I'm leaving a positive review with some thoughts. I haven't played that many magic tower games, but this is the most interesting one I have, because of how all the mechanics work together. This is decidedly not a puzzle game, instead it's more of an RPG, because you have a huge number of different pieces of gear and consumable items that work together to create distinctly different builds with different ways of heading through a dungeon. Any time I enter a dungeon I'm never taking the same route twice; the game always has me thinking about what my next move is and how my newly acquired gear contributes to my build to make getting through a dungeon easier. For example, one build is based around high defence and recovering HP each turn in battle, while powering up as each battle reduces my max HP; this one fares well against enemies with higher defence and weaker attack as the more turns pass the better. Another build is based around each battle triggering lasers that fire in a chain onto every enemy in range, which shreds enemies that have lower defences, while whittling down tougher enemies using temporarily generated consumables. The sense of progression is really great as you constantly push further on each new attempt at an area and open up new ones, while finding new gear to expand on what your builds are capable of.
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]
前往地牢冒险,应该是每次选择都不可逆、每一个决定都要付出成本:选择打这个怪还是绕开他,都应该承担相应的后果,而不是随时可以回溯、无限补充资源,让之前的选择几乎没有意义
感觉本质炼金工房,局外炼金搞得好局内就能乱杀
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