
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
种田炼金+20分 地图设计+10分 装备组合+10分 二次元+10分 局外养成搜打撤-20分 女主人设立绘不符XP-20分 女配人设立绘符合XP+10分 居然是魔塔+50分 —————————————————————————— 搜打撤和魔塔真的相性不太符,如果有个其他模式卡天数会好很多,萌新猛猛扫荡爽杀,老饕卡着天数规划,成就不能代替游戏模式,分不同难度给不同天数我觉得都能接受,甚至有动力去凹天数滚雪球(重铸省教荣光),现在算计半天不如扫荡一下,实话说很没成就感。 —————————————————————————— 碎碎念1:自绯列以来,钥匙难存,属性易失。忆往昔,省教大兴,千百钥匙在身,笑谈水温,睥睨红海,虽要塞被贬,不过一时之失。现一黄难求,见蓝色变,不敢言红,省教,已亡矣。 —————————————————————————— 碎碎念2:塔圈高举steam者有三,主角皆萝幼贫,荐游与友,友大惊,汝竟为此辈!无言以对,徒奔走仓皇。萝幼之风,祸害圈内,长此以往,外人皆笑谈塔圈:“此圈好萝幼者众”。吾言已触汝魂,电网恢恢,望诸位省身克己,以清不良之风。
有点太偏向于局外养成了,而如果不考虑局外养成以传统魔塔的形式去游玩有进度不明朗的劣势。 希望为了冲着传统魔塔的来的人的体验考虑提个建议: 给予明显些的进度提示,比如我1区拆下来,三天能通关。1天探索,剩下两天各一个BOSS。 假如通过剧情+关键道具位置来提示第一天作为探索,体验就好很多。[strike] 如果是设计着1天能通1区,我太菜了没打出来当我没说) [/strike]
挺有乐子的,不打限时成就的话压力不大可以慢慢玩,还可以自己搭配装备和技能
不知不觉玩了6个多小时,玩着非常上头,美少女废墟探宝设定挺有趣的,上手难度不高,打发时间非常够用。
确实是个好游戏,与传统魔塔风格差距很大。另外做个自动存档吧,秋梨膏。以及偶尔会有闪退不知道是什么原因
是我想玩的船新风味魔塔游戏
我愿称之为魔塔风味搜打撤
刷子游戏,玩起来不错,有点上头,不过画面颜色有点低,要是颜色鲜艳一点,看起来更舒服
玩的很爽但是进一张新图数值被碾压完全还不了手还是难绷,数值被碾压的负反馈很难驱使玩家思考bd跟对策。另外游戏内做到高难天数限制模式选择就好了,放到成就里还是太不直观了
有趣的魔塔玩法,之前有在朋友电脑上看他过demo,这次三四十的价格在心理预期之内。 新手指引也还挺直接的,在路上还设计了一眼就很容易踩的坑,比如在钥匙有限的情况下开了错误的门,或者见怪就杀,导致最后一个boss无法战胜。 但游戏加入了随时存独挡的撤回设计,在消耗物品和战斗前都会自动存档,大大增加了容错性,降低游玩的紧张度,好评。 就是好像不管怎么调分辨率,设置页面的字体都似乎有点点模糊,没什么变化。
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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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