
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].
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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.
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Reviews
Themes across 359 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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画风很可爱,类魔塔的RPG,还是需要一些规划的,毕竟钥匙有限,想玩的休闲点就慢慢扫荡就行。不过感觉前期探索不了多少,资源有点少,得多升升工坊,要是能再加点资源就好了。
炼金系统和研究系统形成了一个很完整的成长闭环。每次下遗迹都不会觉得白跑,就算暂时推不过关卡,也总能带回材料强化自己。那种一点点把角色养起来,最后回来把曾经的强敌轻松击败的成就感非常强 装备和技能数量也很丰富,300件装备搭配80种技能,能够尝试各种流派。虽然目前还在摸索阶段,但已经能感受到不同Build之间的差异,后续应该还有不少值得研究的组合,不太容易玩腻。
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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
浅玩了一个多小时,我发表一下自己的看法 同一张地图怪物数值差距很大,每次探图只能浅尝辄止。可能制作人希望玩家每次探险都能规划出不同路线,合理取舍分次拿完地图资源。 通过局外养成和扫荡来提升主角数值,打不过就睡大觉,睡到打的过,这导致游戏整体很不连贯。 睡够了一次探索全清地图?那还有什么博弈! 打不过了再睡觉?这样挫败感很强,走几步就遇到数值怪堵路 那要是折中呢,边睡边探图? 那不是玩家自己在平衡游戏数值设计?? 总结一下 ,我觉得这游戏完全没有博弈
So far I have not seen a lot of the games, been trying to optimize prematurely for the first map and miserably found out I was on a very long track (guess that's why they warn against that kind of optimization huh?). The game offers a very relaxed way of approaching the game by allowing you to skip days without much apparent consequences (besides missing the achievements). However the strategic side - clearing the games in a limited amount of days - does require an ample amount of game knowledge and some crazy optimization to get the achievements. This is a very fresh way to introduce choose-your-own-difficulty in Magic Tower games. It's a must-play for those who love ToTS-like games. If you want more game with meta-progression that plays like this, check out Tactical Nexus as well.
美少女看顺眼了和绯红编年史同捆买的,虽然不贵但是肝爆了,必须把场外成长肝完才能正常通关,制作组能不能放过我??
现代版魔塔,没有无脑砍怪,全是资源规划和区域管控。白天出门捡破烂,晚上回家炼金研究。300件装备80种技能,build组合多到能玩出花。
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。
这个傻逼钢铁矮人王真是又臭又长,设计这个boss真是私募了
玩过魔塔的,建议来玩,阻姬的塔在创新性上是最顶尖的,而且娱乐性和计算性也不差 没玩过魔塔的,也建议来玩,因为这个塔不会劝退新手,可以说是新手入门最适合的塔了。 打不过就睡大觉,新到一张图二话不说先睡个50天
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