
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
作为魔塔来说,值得一玩,优秀作品
以为是硬核魔塔,结果能随时撤退,探索炼金研究也很上瘾,装备技能搭配自由度超高,策略党狂喜。
这游戏真的把魔塔玩出了新花样。以前玩魔塔最怕走错一步直接崩盘,但这作加了天数系统,随时可以撤退回城,试错成本很低,我可以大胆去探路,打不过就溜,回去炼药做装备再来,心理压力小了很多。
和魂之归宿差不多。整体还是不错的。主要靠种农作物提升我们的装备和数值,个人觉得本质还是魔塔。我个人还是比较喜欢种田提升自己,然后数值碾压,挺爽的。当然也可以像传统魔塔一样,就不用像我这样玩了。
its more of a puzzle game.
太好玩了,非常适合收集爱好者以及自由构筑爱好者 好评!
魔塔也能搜打撤,以前的魔塔每一步都得小心翼翼现在随时可以撤没任何压力,局外成长养成也吸引人刷下去。好玩的。
我先挂他100天,然后再用数值碾
这游戏就是个加了炼金养成的类魔塔,算路线挺费脑子,还超级肝,但是挺好玩的。价格不贵魔塔老粉可以无脑冲。
很有小时候玩的魔塔游戏的感觉,虽然画面有点复古,但我实际玩的时候好像也不用特别去规划路线,而且还缝合了局外种田养成机制,越玩越上头啊这是
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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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