Requiem of Reuinis Day System Guide

Understand days, retreats, and calendar planning in Requiem of Reuinis — how time passes, when to retreat, camp day budgeting, and region transition timing.

How days work

Time in Requiem of Reuinis is measured in days. Every tile Tasia moves onto during exploration costs one day. Combat, item pickup, and menu interactions on the same tile do not cost additional days — only movement advances the calendar. When the day counter reaches zero, Tasia automatically retreats to the current region entrance, ending the exploration phase and opening camp activities.

Camp days are separate from exploration days. After retreating, you receive a fixed number of camp days to spend on alchemy, research, and equipment management before launching the next exploration push. Utility research nodes can increase your camp day allowance, making them high-value investments for players who need more crafting time between pushes.

Retreats and what you keep

A retreat — whether voluntary or forced by an empty calendar — returns Tasia to the region entrance while preserving most progress. You keep all inventory items, equipment, unlocked alchemy recipes, and research nodes. You lose your position in the dungeon map, so any unexplored floors must be revisited on the next push.

Voluntary retreats are a core strategy, not a failure state. Experienced players retreat proactively when remaining days are insufficient to reach the next objective and return safely. Forced retreats happen when you misjudge remaining days and get sent back mid-floor — wasteful because you re-walk tiles you already cleared. Track your day budget with the Day Planner tool to minimize forced retreats.

  • Kept on retreat — inventory, equipment, recipes, research, keys, map progress (fog of war)
  • Lost on retreat — current floor position, remaining exploration days in the cycle
  • Camp access — alchemy, research, equipment changes, save game

Planning exploration pushes

Before each exploration push, define a goal: reach a specific floor, collect a key item, defeat a mini-boss, or scout a new branch path. Estimate the day cost by counting tiles on the map or using the Route Calculator. Add a buffer of two to three days for unexpected combat. If the total exceeds your exploration day allowance, shorten the goal or invest in Utility research for extra days.

Multi-push strategies divide a region into segments. Push one: explore the left branch and retreat with materials. Push two: explore the right branch using keys from push one. Push three: combine both paths and challenge the region boss. This segmented approach costs more total days than a perfect single push but is far more reliable for learning players.

Camp day budgeting

Camp days are your only opportunity to alchemize and research. Wasting camp days on inventory sorting or indecision directly reduces Tasia's power for the next push. Arrive at camp with a plan: know which potions to craft, which research node to unlock next, and which equipment to equip before launching.

A balanced camp session might spend two days on alchemy — crafting three healing potions and one bomb — and two days on research — unlocking the next ATK node. If boss attempt is imminent, shift to three alchemy days and one research day. The Alchemy Guide and Research Guide detail what to prioritize at each stage.

Days across regions

Each demo region — Cave Entrance, Forgotten Ruins, Deep Sanctum — has its own exploration day pool and camp cycle. Completing a region boss does not reset research or inventory, but it does unlock the next region's entrance with a fresh day counter. Region transitions are natural reset points where you reassess build direction and material stockpiles.

The Forgotten Ruins demands longer exploration pushes than the Cave Entrance because floors are larger and key items are deeper. Budget five to eight exploration days per push instead of three to five. The Deep Sanctum compresses pushes again because state mechanics allow faster clearing once your build matures — see the Route Planning Guide for region-specific path recommendations.

Advanced retreat timing

Speedrun-oriented players optimize retreat timing to the exact day: retreat on the last possible day with full inventory, spend all camp days on power gains, and launch the next push immediately. Casual players benefit from retreating one day early with a clear inventory plan rather than risking a forced retreat on the boss floor.

Boss attempts should always happen at the start of a fresh exploration push, not at the end of a long run. Arriving at a boss with full exploration days remaining lets you re-attempt if the first try fails without retreating. This is especially critical for the Deep Sanctum's three consecutive bosses — plan enough days to attempt all three in one push or retreat deliberately between them.

Frequently Asked Questions

How many exploration days do I get per push?

The base allocation varies by region and increases with Utility research nodes. The Cave Entrance starts with the smallest pool; later regions grant more days per push.

Can I extend my exploration days mid-run?

No. Exploration days are fixed at the start of each push. Only Utility research unlocks can increase the pool for future pushes.

What happens if I die in combat?

Tasia retreats to the region entrance, similar to running out of days. You keep research and inventory but lose your dungeon position and remaining exploration days.

Should I always use every camp day before exploring?

Yes. Unused camp days do not carry over. Spend every camp day on alchemy, research, or equipment optimization before launching the next push.

Do region bosses consume exploration days?

Moving to the boss tile costs a day like any other movement. The boss fight itself does not consume additional days, but losing the fight triggers a retreat.