
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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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 360 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
好玩
经典魔塔元素策略,比起上作的(魂)系统,这作创新点改为了炼金局外加强。超多技能跟装备的搭配把游玩度拉高了很多,马不停蹄打了一周通关了一周目大部分内容。非常有趣也希望能更快端出更多同类型游戏。 以下属于个人观点:制作组一直在更新细节上的加强。比如加入难度方便玩家参考,优化解谜一系列等等。但是一周目自己探索的时候还是有点坐牢,因为装备跟技能过多的原因,每次都需要花一定时间炼金+看装备+看技能。有时候自以为组了一套很强力的套装,结果进图发觉根本不是那回事,或者说被新地图完全克制了。又或者说缺少了那个比较关键的技能/装备不知道怎么得到,没有在商店里。看见自己买错了想要重新购买。然后想快速转型其他流派就没钱了只能扫荡耗点时间。发觉自己炼金点错了导致入不敷出又得慢慢调整... 局外成长看似有用其实只有build是最实际的,辛辛苦苦走好每步跟炼金加的那几点属性不如正确的装备技能组合来得快 个人建议在进图之前通过主角日常交谈稍微介绍一下怪物或者地图的特性,比如说有大量禁魔,资源匮乏等。或者解锁了选项之后可以立即使用,而不是等到二周目。 能通关时候基本已经体验了大部分内容,二周目的我只想怎么挑战快速通关,那些项目看着有用但是有些鸡肋。。 总体来讲我还是很喜欢这个游戏的。
优点:探索内容丰富,可以不断优化行动路线。装备系统提供了很高的可玩性。自适应难度,包含局外成长,每个阶段都可以局外挂机,提高数值到较为简单的难度再进行挑战。 缺点:阴间解谜。有一些阴间解谜可以直接跳过获取奖励,有一些则不行。 有bug,莫名其妙,boss多动一轮。
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Languages: English, Simplified Chinese, Japanese
Hours played at review time, across 362 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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。
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。
作为魔塔来说,值得一玩,优秀作品
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
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
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
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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