
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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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 360 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
好玩捏
非常新颖的蓝海魔塔体系 不足主要是装备太贵了,几万钱根本买不起,而且和基础属性都需要钱,那么我去买大多数装备,还不如用免费装备+买属性,通关之前几乎都只有一条路。
好玩
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Languages: English, Simplified Chinese, Japanese
Hours played at review time, across 362 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
魔塔玩法的rpg,玩起来还不错,比传统魔塔多了回血和续航手段,翻车概率低了很多,玩起来没那么焦虑
这游戏前期体验很惊艳,如果你喜欢传统魔塔抠数值、角色养成rpg、装备技能构筑build、挂机增量成长中的任意一项,都可以尝试一下,我在前中期体验到的内容是“每一局探索都有肉眼可见的成长”、“推不过图睡几天,开槽买药买装备就能过”、“装备技能build数量庞大,每一种都能打”,大概能有10~20小时的蜜月期,对得起售价。但中后期有一种被摁头教我怎么玩游戏的感觉,具体来说,我构筑了一套纯战斗外法系伤害build,在矿坑大杀四方,然后boss特性“战斗外伤害-90%”。被迫出去重组了一套build,主打高攻秒杀,然后拿这套打到矮人王发现二阶段特性有“单次伤害最多150”。也许是我倒霉,把机制初见杀的坑踩了个遍,但真的很伤游戏热情,可能在boss战前加个临时换build的地方能改善些,或者干脆删掉这些限制会好些 抛开这俩特例,中后期的整体体验也和预期相差很远,因为前期体验良好,我当时的预期是:一周目不刻意长睡刷材料,尝试用法系build通关,下周目知道每张地图的关键位置后,换个物理build压缩天数通关。如果还有兴趣,可以再换个build开新周目,玩玩弓箭之类的,可能咸也可能难度拉满。然而白石城结束后,就感觉越打越累了,除了开新炼金材料,没有明确的提升方向,那些局外+1攻+1防+50血+1装备格的养成幅度,在这个阶段也已经大幅稀释,哪怕睡到点满科技也没有质变,必须研究build才能推图。偏偏怪物的各种手段也是层出不穷,沉默、限伤、战斗外减伤、魔攻破甲、共享技能......导致那种简单的极端build总会被处处掣肘,这就失去了构筑的爽感——我搭一套装备技能是为了在怪堆里开无双的,不是来吭哧瘪肚阴暗爬行最后偷偷溜进boss房过图跑路的。接下来调试build既消耗游戏热情又消耗游戏寿命(多周目可玩点大打折扣),在失败了几个build后彻底开摆,挂个几百天靠成长型装备碾压过图 综上,我在中后期的体验是,作者设计了很多build和怪物,想让玩家有针对性地攻略每张地图每个boss,但我比较俗,喜欢简单粗暴的开无双,本以为能有7、8个不同的无双姿势,后来发现每个都行不通,落差很大。我相信会有玩家开发出那种很精妙的通杀build,但抄作业得来的和自己研发的体验差别还是挺大的(而且这种游戏纯抄作业那还玩个啥)。被设计用来提升体验的种田系统数值跟不上,操作还繁琐,小材料经常不够用但无限化(阿列夫零)很后期才能解锁,正反馈太少了 目前我试着重开了几个新周目,玩玩不同模式,基本也就走到白石城停了,实在提不起劲去打后期。考虑到前中期的体验和售价,我觉得这游戏值得一玩,愿意给个好评,但非硬核魔塔玩家的后期体验真的不太行。作为类比,h5魔塔的torr也是主打局外养成+搜打撤,攻防爆血[spoiler] 闪避是什么 [/spoiler]四个流派都能打,路线和体验不同但前后期基调是一致的,就是减少机制靠属性过图,真的是做到打不过就刷,刷够了就过
星导佬自魂之归宿后的又一力作 内容越肝越多好爽
增加局外养成算是点睛之笔,既兼顾了新手,让玩家自己动态平衡难度,又丰富了游戏玩法,很有巧思,如果种田玩法能再多一点就更好了
一款扎实的增量式RPG,魔塔类型。战斗系统本身可预测且上手快,真正的问题在于如何合理调配资源通关整座地牢而且很肝。想玩的可以先玩下demo
《列乌尼斯的挽歌 Requiem of Reuinis》单从名字上看起来很文艺,但是看不出游戏的主题是什么,那我要是说出《魔塔》你肯定就明白了。如果玩过魔塔的玩家应该很了解本作的战斗模式,在这类游戏中触碰地图上的敌人后会直接跳过战斗过程,轮流攻击造成双方攻击与防御差的伤害,直到一方生命归零。大致上就是以自己的生命值减去怪物下方的数字就知道是否可以打过了。 玩家可以通过在地图中获取“宝石”提高属性,不同颜色的宝石代表着不同属性,蓝宝石可以增加防御,红宝石可以增加攻击,绿宝石可以增加生命值上限。但是比较抽象的是增加生命上限的同时并不会增加生命,如果没有道具补充完全就是个空壳子。当你的攻击和防御提高的一定程度后,就可以在战斗中损失更少的生命值了。 同时你也可以利用在地图中搜集到的补给品和主动道具来帮忙击败怪物,值得一提的是,本作中的钥匙使用并不那么死板,高级的钥匙可以向下兼容打开低级的障碍物,这一点还是挺不错的。 《列乌尼斯的挽歌 Requiem of Reuinis》在传统魔塔的玩法上融合了一些搜打撤的元素,如果只顾着在局内搜集宝石、钥匙和道具几乎是难以完成游戏的。相比于局内探索,其实本作更加侧重于局外成长,你可以在地图中随时带着已经获得的一些炼金道具撤离,以此来慢慢获得局外加成。 通过炼金获得的道具,还有夜市购买的永久属性及装备能完成非常多种的构造。比较方便的一点是游戏内有扫荡功能,在没有天数限制的模式下,你其实完全可以尽力推进关卡,然后不断的扫荡就可以轻松碾压后续的地图。这种选择也比较适合更加喜欢养成玩法而非在迷宫里思考策略的玩家。 另一点有趣的是,相比于传统魔塔寥寥几句的剧情,本作的故事脉络非常清晰,而且脱离了骑士斗恶龙拯救公主的老套剧本,成为了让玩家更感兴趣的美少女的故事。 总体而言,《列乌尼斯的挽歌 Requiem of Reuinis》在魔塔的传统玩法上融合了搜打撤元素,将局内策略和局外加成分为了两个重要部分,这种做法虽然让游戏的丰富度提升了,但同时带来的是更满的节奏。为了解决这个问题,游戏里内置了扫荡功能,你可以通过扫荡来避免重复的下本,而将重心放置在养成部分上。 [quote] 游玩百态,将游玩心得用汉语化作玩家的指明灯,(๑•̀ㅂ•́)و✧ [url=https://store.steampowered.com/curator/35402408/]点击这里关注汉化语录~[/url] 如果喜欢这个评测,请点个赞让更多人看见 [/quote]
反馈bug修复速度很快
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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