
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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Stats
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
爽刷,就是这谜题确实有些有点不像人想出来的
。
有不错的新意,但不适合只想玩魔塔的人, 我感觉自己在玩什么收菜游戏,而且研究东西太多导致变量也变得很多
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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
73天,70%完成度打完A结局(= 不做隐藏,直接打王都boss),先写个阶段性评价 直观感受: 不那么传统的魔塔,build的重要性高于地图内决策,配装对了基本一路爽推 [strike]质疑理解成为野兽……什么你说变狼和野兽没关系?[/strike] [h2]优点:[/h2] + 构筑丰富 + 地图量大管饱 + 剧情王道,不搞幺蛾子 [h2]缺点:[/h2] 下面写了很多,但基本是细节问题,不影响核心游玩体验,主要是希望续作能改善的点 [h3][strike]- 装备UI:[/strike][/h3] [strike]目前只能按费用过滤,检索效率很低[/strike] [strike]通常玩家刚接触一件装备时,更容易记住的是效果,而非名字/cost[/strike] [strike]我遇到很多次只记得某个特殊效果,比如“召唤物不受友伤”或“护盾抵挡伤害时回血”,然后去背包,商店,合成表挨个翻一圈才找到的情况[/strike] [strike]建议统一装备效果的描述格式,然后给个按字段检索的功能[/strike] 最近一次更新后可以检索描述了 [h3]- 难度[/h3] 1.01加了铁人模式,新人可以无视这条 ……但仅有一次的开荒体验对首发玩家来说已经无法补回 能理解制制作者想通过软限制替代传统难度选项的思路, 但对于开荒体验很重要的游戏,我个人意见是,把难度校准主要交给玩家是个很糟糕的设计 感情上,我不希望在享受游戏时,还要花额外注意力在自己调整难度上 理性上,开荒阶段的玩家因为缺少信息,也很难判断什么才是“适正难度” 魔塔类尤其如此, 有时前期很狼狈但咸着咸着就过了,有时全程高压多开一个门后面钥匙都会不够 每张图难度曲线之类的信息,制作者清楚,但初见的玩家是不清楚的,这种场景下让玩家自限是个很矛盾的行为 [h3]- 演出/氛围[/h3] 虽然在魔塔游戏里要求这个挺奇怪……但不得不说,和明显在致敬的废都相比,氛围弱了不少 剧本没问题,但BGM + 演出都不太理想 故事背景很严肃,但角色和装备又多走搞笑路线,混在一起两边都有些出戏 [h3]- 地图 + boss设计[/h3] 地图: 由于某2费装备(铜钥匙可以当银钥匙用)的存在,加上大量穿怪穿墙位移技能,以及不必清图的设计 传统魔塔的钥匙管理要素淡化到几乎没有,这点个人觉得挺遗憾 boss: 相比前作强调理解 Boss 机制、尽量规避机制伤害,本作和boss长跑最后只会把自己耗死 最优解反倒是猴满buff进门直接一波莽死boss [h3]- 流水线[/h3] 单局游戏其实还好,多周目大概会折磨 不像异星工场/戴森球这类正统流水线游戏,本作有大量改变特定环节生产效率的科技 + 每次从地图带回来的资源不同 => 每轮都得重新配平产线 初见时这个过程还有一定的解题感,熟悉后就是个机械重复又无法跳过的操作……
进每个图的推荐攻防也不放一个上去
很好玩得游戏,玩起来上手难度有一点,但是养成起来很爽,第一次玩魔塔类得游戏感觉还不错
搜打撤加类魔塔太有意思了
原来这就是魔塔类游戏啊,感觉挺有意思的,直接养成刷刷刷,但是上手难度有点高,玩时还带点晕乎乎滴
一坨无聊的答辩
这游戏对休闲党真的太友好了!不用像传统魔塔那样背板、怕走错一步就坏档。打不过怪?直接点撤离回城休息。每天回城还能玩一下类似种田的炼金室,把捡来的素材放进去,看着每日产出的资源变多,满满的养成快乐!
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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