
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 177 reviews with recorded playtime.
Reviews
Themes across 177 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
关键东西在局外养成这里,技能装备搭配很多,成长之后下图很爽。撤退没有惩罚机制这点比较好。
少女组队探秘遗迹,不靠硬刷靠搭配炼金变强,天数系统设计很贴心,没有无解死关,一边打怪一边深挖灾厄背后的故事。
最好玩(之2)的魔塔二创作品(另一个是不可思议迷宫,也强力推荐) 买回来3天没日没夜的玩,策略丰富度极高、数值成长曲线非常合理、迷宫和boss设计的也非常好。 让我一个策划自惭形秽了,我以前做的东西都是什么狗屎(sad)
像素复古的画风搭配魔塔的基础玩法,在此之上新增了很多养成RPG要素,可玩性和游戏的可探索程度都相对而言较高,玩起来有一定上手难度但很容易上头,一玩就忘记了时间。
一款魔塔类游戏,炼金系统和研究系统的存在,养成更方便,小白玩家也能轻松上手,有撤退机制玩起来爽感十足
类魔塔游戏,整体来说挺不错的,有加上局外养成,玩起来量大管饱,自动存档挺不错的,方便了很多
无敌阻激
游戏最大的亮点是天数机制和随时撤退。每天流程拆成探索、炼金、研究三部分,进遗迹地图随便逛,遇到数值碾压的强敌不用硬拼,点一下撤退直接回家,当天收集到的所有素材全部保留,一点损失都没有,爽感拉满。部分养成流程重复感较强,希望制作组增加更多随机事件或区域变体,让中后期刷资源的过程没那么枯燥。
2D爬塔小游戏,游戏逻辑简单易上手,美术音乐中规中矩,亮点是自带养成要素,装备组合也比较多,目前最大的问题可能是平衡,养成的收益实在是小,建议多多平衡一下
潜摸了一下感觉想法是挺好,但实际来看目前刷养成的部分作业感还是有些明显的,其余的地方倒还不错,期待一下更新吧
Related
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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
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