Requiem of Reuinis Beginner Guide

Learn how to play Requiem of Reuinis from scratch — controls, the Explore-Alchemize-Research loop, first-run priorities, and tips for Tasia's Cave Entrance demo.

What is Requiem of Reuinis?

Requiem of Reuinis is a Magic Tower RPG developed by Zaxiquej and published by Mecrew Games. You control Tasia, a protagonist who enters a multi-floor dungeon where every tile movement advances the in-game calendar by one day. Combat is turn-based and deterministic — enemy stats are visible before you engage, so fights are puzzles of preparation rather than tests of reflex. The demo available on Steam includes three regions, thirty maps, sixty equipment pieces, ten skills, and six bosses, offering a substantial slice of the full game releasing July 15, 2026.

Unlike action RPGs where grinding any enemy eventually works, Requiem of Reuinis punishes unfocused exploration. Days are a finite resource each retreat cycle, and spending them fighting low-value enemies means fewer days for alchemy and research. The three pillars — Explore, Alchemize, Research — form a loop: explore to find materials and keys, alchemize to convert materials into immediate power, and research to unlock permanent upgrades that make the next exploration push cheaper and deadlier.

Controls and basic movement

Movement uses arrow keys or WASD on keyboard, with mouse click support on adjacent tiles. Each step onto a new floor tile consumes one day. Standing on a tile and opening menus — inventory, alchemy, research — does not pass time, so plan your route before you move. Combat triggers automatically when you walk into an enemy tile unless you hold a key item that bypasses the encounter entirely.

The inventory screen shows Tasia's equipped weapon, armor, shield, and two accessory slots. Skills appear on a separate panel and consume resources or materials when activated. Consult the Controls Reference for the full keybinding list, but the demo tutorial in the Cave Entrance teaches everything you need for the first hour.

  • Arrow keys / WASD — move one tile (costs one day)
  • I — open inventory and equipment screen
  • A — open alchemy crafting menu (at alchemy stations or camp)
  • R — open research tree (at research stations or camp)
  • Esc — pause menu and save options

Your first run in the Cave Entrance

Tasia begins in the Cave Entrance, the tutorial region of the demo. Early floors introduce slimes and bats with modest stats — fight a few to learn combat timing, then prioritize finding the Rusty Key and Cave Map Fragment. Keys let you skip enemies whose material drops are not worth the days spent fighting. The Herb Bundle on floor three is your first alchemy material; pick it up before retreating.

Do not rush toward the Guardian of the Threshold boss on your first attempt. Instead, explore every reachable floor, collect materials, and retreat to camp when your day count runs low. Each retreat resets Tasia to the region entrance but preserves research progress, alchemy recipes learned, and inventory items. This retreat loop is the heart of the game — see the Day System Guide for deeper calendar strategy.

A safe first-run goal: complete five to eight exploration days, gather three or more herb bundles, craft your first healing potion through alchemy, and unlock the basic ATK research node. That preparation makes the Guardian of the Threshold manageable without perfect routing.

Combat fundamentals

Every enemy displays HP, ATK, and DEF before combat begins. Tasia's stats appear on the HUD. If the enemy's ATK exceeds your DEF significantly, each hit removes a large chunk of HP and the fight becomes a race you probably lose. Use the Guard skill for a temporary DEF boost on tough encounters, or retreat and return after research upgrades.

Physical skills like Strike deal damage based on your ATK minus enemy DEF. Magic skills consume alchemy materials but ignore some defense. Enemies do not heal between turns, so multi-turn fights favor Tasia as long as you survive the initial hits. After victory, enemies drop materials and occasionally equipment — check the Enemy Database to see which foes are worth fighting versus bypassing with keys.

The Explore-Alchemize-Research loop

Exploration is how you discover the tower's layout, collect keys, and gather raw materials. Every floor tile costs a day, so efficient paths matter even in the tutorial region. Alchemize at camp or at in-dungeon alchemy stations to turn herbs, catalysts, and monster drops into potions, bombs, and crafted equipment. Research spends a different set of materials to permanently increase base stats, unlock skills, and reduce future costs.

On early retreats, split your camp days roughly evenly between alchemy and research. Alchemy gives immediate survivability for the next push; research makes every future push stronger. As you learn enemy patterns, shift toward research-heavy retreats before boss attempts. The Alchemy Guide and Research Guide cover each system in full detail.

  • Explore — push deeper, collect keys and materials, fight selectively
  • Alchemize — craft potions and gear for the next exploration segment
  • Research — invest in permanent stat and skill upgrades at camp
  • Retreat — return to entrance when days run low; repeat until the boss falls

Common beginner mistakes

Fighting every enemy wastes days on low-tier material drops. Slime Cultists in the Cave Entrance teach combat but become skippable once you hold the Rusty Key. Chasing 100% map completion on the first run delays your first boss kill without teaching new mechanics. Ignoring research in favor of pure alchemy leaves Tasia permanently weaker — one research ATK level pays dividends across all six demo bosses.

Another trap is hoarding materials indefinitely. Potions and research both require spending resources; sitting on a full herb inventory during a retreat means zero power gained. Spend materials every camp visit, even if you craft only one potion and unlock one research node. Momentum beats perfection in Requiem of Reuinis.

Frequently Asked Questions

How long is the Requiem of Reuinis demo?

Most players finish the three-region demo in eight to fifteen hours depending on routing skill. The demo includes thirty maps, six bosses, and enough research depth for multiple retreat cycles.

Can I save mid-run in the demo?

Yes. Use the pause menu to save at any time. Saves persist between sessions, and demo progress transfers to the full game — see the Save Transfer Guide for details.

What happens when I run out of days?

Tasia automatically retreats to the region entrance. You keep inventory items and research but lose your position in the dungeon. Plan retreats proactively rather than letting the calendar force one at a bad floor.

Should I fight or skip enemies early on?

Fight the first few enemies to learn combat, then skip low-value foes with keys. Material return per day spent fighting is the metric — if a three-day fight yields one common herb, bypass it.

When should I attempt the first boss?

Attempt the Guardian of the Threshold after at least one full retreat cycle with basic ATK research and two or more healing potions crafted. Rushing the boss on your first push teaches mechanics but usually ends in a forced retreat.

Is Requiem of Reuinis similar to classic Magic Tower games?

Yes. It inherits the grid-based exploration, key-and-door puzzles, and stat-check combat of classic Magic Tower RPGs, then adds alchemy crafting, a research tree, and a day-calendar system for modern strategic depth.

Video Walkthrough

Watch the gameplay demonstration below for a visual companion to this guide.