
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
游戏难度偏低而且很容易上手,建模很不错,唯一的缺点就是太肝了,魔塔的老粉可以来试试,非常好玩
说出来,可能没人相信。开局五分钟就卡住了。反复叫我回复,我前后试了各种吃药的方式,还是卡住了。。头一次见这种硬性任务指引。我死还不行吗?不行,得按流程吃药,但我不知道流程是什么。
好玩,太久没玩魔塔了,一下子沉浸进去了,感觉回到了好记星时代
好玩,魔塔搜打撤,下班时间到了才发现直接玩了一整天时间
卡关了就睡觉,完全不想撤回优化步骤,作为魔塔来说是失败的
有史以来可玩性最高的魔塔
游戏的玩法和魔塔有点像,但又不同于魔塔,融入了类似“搜打撤”的元素,使得玩家的游玩重心不再局限于赢得战斗,更在于对资源(钥匙、路线)的整合、处理,游戏策略性极强,很上头
局外太繁琐了,希望可以做简化。 希望将更多的装备填充到塔里面而不是像现在这样放在局外养成 局外太重要有点本末倒置 控制好数值最好能让玩家偏极限一点过关
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
游戏不错,可玩性很高的魔塔类冒险游戏,继承了魔塔的核心玩法,又融入了搜打撤的元素,提高了游戏性,可以让玩家能有更好的游戏体验。
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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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