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Full Steam announcements and update articles for this title.
Hello, everyone!
Thank you for all the feedback and bug reports you have shared with us recently! This update continues to improve controls, compatibility, and overall stability, while also adding new convenience features.
One of the game’s core mechanics is the freedom to combine a wide variety of Equipment and Skills, allowing their effects to interact and form powerful builds. To make it easier for players to share their favorite builds, we have added an Equipment Code system to the Equipment Menu:
Ctrl+C: Copy the current Equipment Code to the clipboard.
Ctrl+Shift+C: Copy the current Equipment and Skill Code to the clipboard.
Ctrl+V: Load an Equipment Code from the clipboard.
When loading an Equipment Code, the game will identify the corresponding Equipment, check whether the required Equipment Slots and obtained Equipment meet the requirements, and attempt to equip the recorded setup directly. If the code cannot be fully loaded, the game will list the missing Equipment or Skills, as well as the number of additional Equipment Slots required.
We hope this feature will make it easier for players to exchange and discuss their builds. When the cursor remains outside the Equipment area, the right-side information panel will also display these shortcuts so they are easy to find again.
Fixed Inherited Heavenlight failing to increase the attack range of Hellfire.
Fixed the shooting input lock sometimes remaining active after the player was hit by a Magma Bomb explosion.
Fixed unsuccessful Skill uses, shots, or Triggers still creating Undo saves.
Improved the display of enemy Divine Shield stacks.
Fixed Xethius, the Blasphemous King potentially retaining data from a previous challenge when Sacred Oath triggered at the start of battle, resulting in an abnormally large ATK increase.
Improved the calculation and triggering logic of Sloth, Anguish, and Karmic Fire.
Fixed a process conflict that could occur when the Lost Godfather battle began at the exact moment Return triggered.
Improved consecutive-use handling for Thorncap.
Fixed Echo potentially losing its remaining Potion activations after a Beacon enemy was defeated during a consecutive Potion sequence.
Fixed Cultist’s Collection incorrectly treating directly granted Gems as if they had been manually collected by the player, triggering related Equipment effects.
Fixed the left and right obstacles in the battle against Zevor, the Ashen Professor failing to remember their new positions after flying across the battlefield.
Fixed multiple Skills capable of becoming temporary Skills in Shaman mode sometimes all restoring as the same Skill after switching between the main and reserve Skill bars.
Fixed certain situations where using a Skill could advance multiple actions or fail to advance an action.
Fixed the Act IV counter failing to reset during the battle against Ariana, the Scribe of Lost Pearls.
Fixed calculation issues involving enemy Auras, Interception, and throwing mechanics.
Corrected the description of Steel Legion. Its damage reduction is calculated according to the number of other enemy types.
Corrected the localized retreat restriction message for the Tower of Babel.
Fixed certain enemies in the Lost Pearl Opera House failing to become translucent after entering Dormant.
Fixed an issue where, under certain conditions, enemies with movement effects could die instantly after taking damage repeatedly.
Reduced the initial delay of Blast Belt’s explosion animation.
Fixed an issue where Mimung the Sharp could transform outside of exploration.
Fixed an error that could occur when processing Levitating Stone effects involving elite enemies.
Fixed an issue where Levitating Stone could trigger multiple times when a single push moved an enemy across multiple tiles.
Improved effect processing for Generic Scrapped Draft and several other pieces of equipment.
Fixed Skills that damage a tile and summon a Puppet creating multiple Puppets when several enemies occupied the same tile. Each target tile can now summon only one Puppet.
Improved Steel Moon’s displayed range when affected by Scorching Sword’s range bonus.
Fixed Frost Shield incorrectly protecting enemy special constructs such as Celestial Models.
Fixed Glorious Charge being able to knock back special obstacle events.
Improved consecutive shooting. Arcane Element calculations no longer cancel the shooting state, but shooting is temporarily unavailable while an Arcane Element is being resolved. Aiming can continue immediately after the calculation finishes.
Fixed shooting incorrectly triggering Radiant Magatama and displaying “+0 Sword Intent.”
Fixed Sylwen, the Fairy Bow incorrectly counting its own shooting effect as an Equipment Trigger.
Fixed state conflicts involving Bloated Mandrake, Living Fungal Fluid, and Thorncap during their animations.
Fixed White Wolf, Flame Butterfly, and Dream transformations sometimes failing to restore the character’s original form and Skill set when their counters reached zero.
Fixed minor discrepancies between displayed and actual damage for certain Skills caused by inconsistent rounding.
Fixed Unholy Cross and Gladiator’s Belt repeatedly granting states to each other, potentially causing infinite recursion and crashing the game.
Fixed Wild God, Wedge of the Spirit Tree, and other direct healing effects still restoring HP while Soul Mark prevented healing.
Fixed Skill Slots containing Skills generated by Unmanifested Quicksilver sometimes retaining those generated Skills after returning to the Base.
Fixed Scepter of Nostalgia recognizing only the normal version of Equipment and failing to recognize upgraded versions.
Highlighted key phrases in the description of Distorted Map to reduce misunderstandings.
Fixed Echo of Antiquity and Blade Fan potentially selecting incorrect targets when used together.
Fixed Echo of Antiquity and Sylwen, the Fairy Bow potentially causing severe delays when fewer enemies remained than the required number of targets.
Optimized large chains of calculations involving Steel Moon and Resonance.
Fixed Echo being removed too early during the multi-target selection process of Chaos Potion.
Fixed the Father’s Trinity effect recording the Skill user more than once, causing Confession of Souls to trigger incorrectly.
Fixed Hellfire failing to increase its attack range after being interrupted by effects such as Beacon.
Fixed Sacredwood Shield’s DEF growth being incorrectly treated as collecting a blue Gem and triggering Resonance Stone.
Fixed Generic Scrapped Draft and other Equipment using special Trigger counters failing to clear those counters after returning to the Base.
Corrected the English description of Apothecary Hood to clarify that its effect counts different Potion types rather than the total number of Potions held.
Strengthened Apothecary Hood. The normal version now grants +1 ATK for every 2 different types of Potions held, while the upgraded version grants +1 ATK for every 1 type.
Reworked Explorer’s Boots. Its ATK, DEF, and MaxHP bonuses are now calculated in real time according to the number of maps reached during the current exploration. Upgrading it partway through an exploration therefore also applies the bonus retroactively to previously reached maps.
Forgefire Ring now counts itself toward the five-Ring requirement. It has also been strengthened: equipping five Rings now grants an additional 20% Out-of-Battle DMG. Its price has also been halved.
Added a new enemy Skill, Buffer. When damage exceeds a specified threshold, the portion above that threshold is reduced to a specified percentage of its original value.
Dwarf King of Vinemount, Proctor the Astrologer, and Ironbound Dwarf King have had Barrier replaced with Buffer, slightly improving the effectiveness of high-damage builds against these Bosses.
Winged Cult Lord and Ancient Being have had their Out-of-Battle DMG resistance reduced from 100% to 99%, slightly improving the effectiveness of Out-of-Battle DMG builds against them.
Added an experimental setting, “Undo Save Every Boss Step,” which is disabled by default.
Increased the maximum number of Undo saves from 100 to 200.
Improved the warning displayed when using a higher-tier Key to shatter a lower-tier Crystal.
Incomplete map events now display interaction bubbles similar to Lever events, making them less likely to be overlooked.
Save, Load, Settings, Map, Minimap, and other interfaces can no longer be opened while chained actions or animations are being resolved. Undo remains available.
After an exploration begins and the player reaches its initial map, the game now immediately creates an Undo save for that exploration. This prevents death near the beginning from undoing into the previous run.
Fixed Greed being calculated incorrectly when processing older Auto-Explore records.
Fixed low-obstacle detection in certain areas.
Fixed holding a directional key while a Beacon moved an enemy potentially overwriting the Undo save at the wrong time.
Fixed Coins generated by Amethyst Bracelet potentially being multiplied more than once during Auto-Explore.
Fixed Bottomless Gourd occasionally failing to prevent normal or upgraded Potions from being consumed during Auto-Explore.
Fixed the Alchemy production values on the left side sometimes failing to recalculate immediately after placing or removing an Alchemy building or switching Alchemy maps.
In Concentration mode, Potion recipes that require another Potion as a material now check for and consume the corresponding upgraded Potion. The interface also displays the upgraded version correctly.
Improved page navigation in the Equipment, Skill, Shop, Equipment Management, and Encyclopedia interfaces.
Added a dedicated search field to each Shop’s purchase page. All four Shops store their search terms independently, and those terms are cleared after an exploration ends.
All search fields now display placeholder text when empty. When a search field contains text, a pale red clear button appears on its right side, making the search function easier to find and reset.
Fixed the Research interface failing to refresh immediately after clearing its search text.
The value following “Preemptive Attack” in the Info interface is now displayed on a separate line, preventing the text and value from overlapping in certain languages.
Fixed Choice windows sometimes accepting keyboard input but not mouse input during consecutive calculations.
Fixed incorrect sound effects when clicking the Map and Retreat buttons in the Rabbit Doll Testing Room.
Improved cursor display near the edges of resizable game windows.
In Key Settings, if multiple actions are assigned to the same letter, that letter is now displayed in red to warn the player of an input conflict.
The Equipment Management interface now refreshes the upgraded description on the right immediately when Alt is pressed.
Overly long descriptions on the right side of certain Research entries now automatically reduce their font size according to the available space.
After the Collector reaches 331/331, their dialogue now clearly states that the player has already shown every possible collectible and that no additional rewards are currently available.
Fixed a mouse click used to close the Upgrade window continuing through to the map and starting pathfinding.
When a Return destination is on the current map, a dedicated target marker is now displayed on its tile. Destinations on other maps do not display this marker.
The Skill DMG Ratio section of the Info interface now includes the Overload state.
Added “Overall Difficulty” to Region information, giving players a general reference for the recommended exploration order.
Region information now displays the number of “Unlockable Regions” beneath its difficulty rating. This value is calculated in real time according to the Regions already unlocked. The two possible routes for unlocking Royal City Outskirts through City of Whitestone or Forsaken Mineshaft are correctly deduplicated.
When Concentration is active, Potion names in Shops now display a “+”, and the amount held is checked using the corresponding upgraded Potion.
Equipped Skills in the Skill configuration interface can now be Shift-clicked or middle-clicked to view their Derived Effects. Verdict of All Spirits also opens its dedicated interface correctly.
In the Research interface, when the cursor is in the upper-right area and the materials list contains more than one page, the mouse wheel now changes material pages instead.
Fixed dragging an item from one Hotbar and switching Hotbars during the drag potentially moving an unrelated item. Cross-Hotbar movement and swapping now preserve the correct source Hotbar.
Fixed Dialogue Skip Settings not being written to the configuration file and reverting after restarting the game.
Added small “Elite” and “Summon” labels beneath enemy information icons, making these enemy properties easier to identify.
Split the Settings interface into separate “System” and “Graphics” pages for greater clarity.
Added “Direction Keys Break Crystals” to System. Players can allow directional keys to shatter Crystals or require the Space key when using a keyboard, reducing accidental inputs. Mouse controls are unaffected.
Improved the physical mouse cursor to reduce perceived input delay while the game is processing complex calculations.
Equipment entries already unlocked in the current save now display a subtle outer glow in the Encyclopedia, making it easier to check which Equipment has not yet been obtained during the current playthrough.
After Ending A, if the global record shows that the player has never entered the Ending B route, a hint will now appear after both the Credits and ending image have finished. Players can first choose whether to view the Ending B route hint, and then choose whether to Undo or return to the title screen.
Retreat and Undo are now disabled during full-screen Boss introductions and multi-act transitions, preventing title cards and other presentation states from carrying over into the Alchemy Phase or exploration results.
Fixed an issue where excessive input during achievement pop-ups could cause the game to become unresponsive.
Fixed an issue that could occur when renaming an Alchemy Blueprint.
Fixed rapidly consuming many Potions sometimes leaving the game in a stuck dragging state, preventing Skill use even after loading a different save.
Fixed stale enemy target caches retaining invalid targets and interfering with later Skills, enemy actions, or interface refreshes.
Fixed certain combinations of Auto-Explore records created by different game versions potentially causing the game to crash.
Improved the clarity of various hints to reduce misunderstandings.
When the game starts, it now verifies and reloads the fonts required for the selected language, reducing the chance of falling back to system fonts on first launch or after changing languages.
Fixed crashes that could occur when a state was referenced again while its duration was decreasing.
Fixed crashes caused by delayed enemy revival Aura calculations when the Aura source had already died, moved, or been replaced.
Fixed the player potentially becoming unable to move after loading a save or reloading an updated map while an event was in the middle of a forced movement route.
Fixed Festive Berry briefly retaining its red visual effect after being unequipped.
Fixed certain input locks remaining active after Boss forced movement, death, Undo, or scene transitions.
Please continue sharing your experiences through the Steam Discussions, community groups, or our Discord server. Thank you all for your continued support and feedback!
Hello, everyone!
Thank you for all the feedback and bug reports you have shared with us recently! This update continues to improve controls, compatibility, and overall stability, while also adding new accessibility features.
Since every ARG-style puzzle has now been independently solved by players, all puzzles requiring knowledge from outside the game now allow players to either view the answer directly or claim the reward outright. Players who wish to solve them independently may continue using the original methods, while those who prefer not to search for information outside the game can still access the related content normally. This change does not affect puzzles that can be solved entirely with knowledge found within the game.
A Rabbit Doll Testing Room has been added to the Base and becomes available after completing the first area. Players can use it to test Equipment, Skills, and Items, making it easier to verify whether their planned build synergies are truly as powerful as imagined.
Upon entering, the game temporarily preserves your original Items, Potions, and related states. Everything is fully restored when you leave, no Days will pass, and no Achievements can be unlocked inside.
Defeating Rabbit Dolls grants no rewards. At least, not in this version.
Some players have requested controller support. Due to the game’s design, mouse and keyboard remain the recommended way to play, but we understand that some players would still prefer a controller, so we have implemented basic support. Suggestions for better controller layouts are always welcome.
Basic controller support now includes a virtual mouse cursor, left- and right-clicking, dragging, shortcut actions, and customizable button mappings.
A separate controller configuration page has also been added and functions similarly to the keyboard configuration page.
Interface and Controls
Improved search functions in the Equipment, Skill, Research, and other interfaces.
All search fields can now be clicked directly to begin searching. Improved the display of Equipment Preset names in English and Japanese.
Fixed an issue where rewinding after unlocking a new Skill Slot could leave an extra slot visible.
Fixed certain Equipment becoming impossible to unequip when all Equipment Slots were occupied. Corrected the display order of certain Bosses in Records.
Improved page navigation in the Equipment, Skill, Shop, Equipment Management, and Encyclopedia interfaces.
In Shops and the Skill Learning interface, middle-clicking or Shift-clicking Equipment or Skills now opens the corresponding Derived Ability window.
Improved the exploration results screen when more than 60 Items are displayed.
Hints and Text
Added guidance for Leader selection, Research types, and several other systems.
Updated the descriptions of Sword Rain, Iai Slash, Madcap, and other Skills and Items to better match their actual effects.
Fixed English and Japanese text where line-break control codes could incorrectly connect to the following word.
Improved various other hints and control instructions.
Balance Adjustments
Greatly reduced the material costs of producing Enchanted Fabric and Alchemical Blood, preventing their Research from becoming excessively difficult after players have already spent large quantities of those materials.
Increased the additional trigger count of Bottled Erudition to 2/3.
Strengthened the synergy between Breath-ending Aroma and Mithril Stinger.
Improved Shadow Possession so that it still gains increased damage when its target cannot be summoned.
Improved the range-increase logic for consecutive casts of Hellfire.
Mechanics and Compatibility
Fixed certain Skills failing to appear in the Skill Shop when using older saves.
Improved Shop restocking in Sulfur Pact mode. Improved old-save compatibility for Shop stock, Boss defeat records, and reward states.
Added a confirmation prompt when using a higher-tier Key to shatter a lower-tier Crystal.
Fixed the Wishing Well potentially triggering its follow-up event before all Coins had been deposited, resulting in an incorrect amount.
Skipping the tutorial now correctly adds the enemy defeat records that would normally be earned during it.
Fixed Traveler mode potentially granting certain map Items twice or mishandling specific Chests and Boss rewards.
Fixed some pending auto-pickup states being retained after immediately rewinding.
Fixed collecting a large number of materials at once potentially skipping the Wedge of the Spirit Tree choice.
Fixed certain terrain being incorrectly treated as an obstacle with height.
Fixed Divine Shield producing a mismatch between its out-of-battle damage calculation and popup display.
Improved several Skill calculations in Shaman mode.
Fixed the player occasionally passing through the Beast or stepping onto its tile after its slam ended.
Equipment and Skills
Fixed Gathered Light’s Splash effect sometimes disappearing immediately after being granted.
Fixed shooting being incorrectly counted as Skill use by Radiant Magatama.
Fixed Torrent and Frost Warcloak potentially producing an invalid healing value when used together.
Fixed Frost Shield and Resonance triggering together and causing excessively long waits.
Optimized animations when large numbers of Resonance effects trigger at once.
Fixed Reforge Seal being incorrectly selected by Faceless Starstone.
Fixed Amethyst Bracelet repeatedly triggering its lower-tier Ancient Coin effect during Sweep calculations.
Fixed Shaman sometimes being unable to switch Skills after gaining a new Skill Slot.
Fixed right-clicking during a Choice Skill’s portrait animation cancelling the Skill.
Fixed Star’s Tear displaying an incorrect damage range when few targets were available, and sometimes continuing to target dormant enemies.
Fixed Omen of Light remaining active after leaving an exploration.
Fixed Karmic Fire potentially missing some calculations when multiple Curses triggered simultaneously.
Bosses and Combat
Fixed players being able to attack a target again during a Beacon animation and immediately defeat it.
Fixed Babel Tower auto-battle incorrectly triggering Blood Feud after the player was defeated in one hit, as well as revival sometimes leaving the player at 0 HP.
Fixed auto-battle and Forked Stake potentially exceeding the per-act damage limit during the battle against Ariana, the Scribe of Lost Pearls.
Fixed the death of a Marionette during Act III of the Opera House battle sometimes removing an additional piece of Equipment.
During Act IV, if the death of an enemy with Glory of the Limelight leaves too few spotlights, the number of spotlights will now be restored to three to prevent progression from becoming blocked.
Fixed Boss defeat effects still triggering when the player and Boss died simultaneously.
Fixed certain Boss Skills malfunctioning because of abnormal facing changes or transformations.
Improved summon positions and summon counts during the battle against Zevor, preventing the result from being affected by the player’s position.
Fixed rare cases where changing maps could immediately eject the player.
Stability Fixes
Improved stability when repeatedly resting, loading, or autosaving at very high Day counts.
Fixed BGM being exchanged incorrectly when changing scenes while background muting was active.
Fixed the Lost Godfather’s dynamic BGM not correctly respecting the player’s BGM volume.
Fixed Return expiring during a cutscene, sending the player back and leaving their controls locked.
Fixed Choice Skill or confirmation windows sometimes remaining open when a Hint appeared.
Fixed rewinding after combining Echo with a Potion that requires target selection potentially freezing controls.
Fixed crashes caused by invalid dynamic events, party data, common events, Equipment data, or interface objects.
Fixed recursive interactions between certain Equipment effects and enemy death checks that could crash the game.
Fixed destroyed interface objects still being refreshed while retreating, changing maps, or closing interfaces.
Fixed rapidly consuming many Potions sometimes leaving the game in a stuck dragging state, preventing Skill use even after loading another save.
Fixed stale enemy target caches retaining invalid objects and interfering with later Skills or interface refreshes.
Please continue sharing your experiences through the Steam Discussions, community groups, or Discord group. Thank you all for your continued support and feedback!
Hello, everyone!
Since the game's launch, we have received an incredible amount of feedback, and we are thrilled to see it! We will continue to closely follow reviews, discussion boards, and community feedback as we work to improve the game and provide an even better experience. Over the past few days, we have released updates addressing several of the most urgent issues.
Our current focus is on fixing errors and improving guidance for both strategy-focused and progression-focused playstyles, so that players who enjoy either approach can have a smooth and enjoyable experience.
We have heard from many players who would like a hardcore strategic experience closer to classic Magic Tower-style games. The game already includes several day-based challenge achievements for players seeking an additional challenge. Building on this foundation, we believe we can offer these players a more detailed challenge without affecting the experience of those who prefer progression-focused play.
Added the new Ironman Custom Option. It cannot be combined with any other Custom Option.
In Ironman Mode, the Base screen displays a Rating based on the current day and area unlock progress. Players must unlock new areas within the day limit, or their current Rating will decrease. If you enjoy hardcore strategy, you can enable this mode when starting the game and attempt to complete the game while maintaining the highest Rating.
Improved font-size adaptation and information layouts in several UI elements.
Fixed several text errors.
The Research, Equipment, and Skill screens now remember search queries. Searches are cleared automatically when the day advances, making it easier to move between screens.
The Alchemy, Shop, Encyclopedia, and Equipment Management screens now support mouse-wheel page navigation.
You can now return from the Market map by pressing Esc or right-clicking.
Added the Random Subtitles setting. Random subtitles can now be disabled, making it easier for streamers to capture the game window.
Improved the Mini-map. Undefeated Bosses are now marked at their corresponding locations so that important Boss information is less likely to be missed.
Improved refresh behavior for the right-side information panel and added displays for keys, food, and other map contents. The panel now updates promptly after items are picked up.
Fixed cases where some inventory items could disappear under filters or fail to refresh promptly.
When you do not have enough arrows, the arrow slot now flashes to more clearly indicate where arrows should be replenished.
Equipment Management now uses a separate search from the Equipment screen. Also fixed incorrect refresh behavior after invalid searches.
Improved several tips concerning saving and loading, bow shooting, temporary equipment upgrades, and Alchemy production. These tips now display the player's custom key bindings correctly.
Fixed a small number of incorrect or ambiguous descriptions.
Added a second confirmation when selecting only multiple high-difficulty red options, helping prevent players from accidentally choosing an excessively difficult setup.
Added further explanations for the Day and Auto-Explore systems, with important information highlighted.
When Alchemy materials first exceed one page, a tip explaining how to switch production pages now appears after entering the Alchemy map.
A clearer warning is now displayed when there is not enough MP to use a skill.
Added notices after certain story events so that players who skip dialogue are less likely to miss important gameplay information. - Improved highlighting in several clue texts.
Reduced the difficulty of a puzzle that may have been excessively challenging.
Added highlighting to several text prompts.
Reduced high-level material costs for Research with high level caps.
Increased the production of several mid- and late-game Alchemy materials and reduced their corresponding costs.
Fixed frozen overlays sometimes disappearing after changing maps or Retreating.
Fixed floors in parts of the Base occasionally appearing above characters or events.
Fixed occasional incorrect or overlapping styles in the right-side information panel.
Fixed incorrect Trigger counts displayed by some equipment after returning to the Base.
Fixed some auras remaining oversized when character abilities reduced the character's scale.
Fixed camera locks sometimes remaining active after teleporting away or Retreating from certain Boss battles.
Improved compatibility with older save data.
Added compatibility for players who defeated a certain Boss before unlocking the Shop in the Forsaken Mineshaft: the unlocked goods will now still be added to the Shop correctly.
Fixed the bug that Eternal Elven Queen's ATK was not being restored correctly after a statue was defeated, and corrected her HP recovery calculation.
Fixed some unusable tiles in the Pilgrim's Hollow Alchemy map being incorrectly treated as empty spaces.
Shooting is now correctly treated as a Trigger and no longer counts as using a skill.
Improved low-terrain detection so that Glide can correctly identify and pass through certain tiles.
Fixed an issue where the tutorial could not be skipped on later playthroughs after it had already been completed.
Fixed a certain skill's cost not being reduced correctly by applicable effects.
Fixed the Cartographer's Compass restoring far more HP than intended.
Fixed incorrect HP recovery from Torrent.
Improved resource release and UI object cleanup during long play sessions, reducing memory growth caused by accumulated textures, map UI elements, and sprite objects.
Fixed a “Failed to load” warning appearing when image loading exceeded a fixed timeout during device slowdown.
Fixed Auto-Pickup potentially ignoring map obstacles while Retreating or changing maps.
Fixed an issue where using a skill or item at the instant the character's HP reached 0 could restore HP and allow continued action.
Fixed the death sequence sometimes failing to start when the player was electrocuted to death by a clone of Veneriel, the Serpent Shadow.
Fixed an error that could occur when an Ice Arrow triggered by Frostspike killed a Void Tentacle.
Fixed an error that Sylvan Scythe and Gathered Light sometimes failed to activate when triggered together.
Fixed a rare error that could occur during the battle with Krafison, the Mournful Knight.
Fixed errors that could occur when spotlight positions changed or enemy defeat calculations were processed in the Lost Pearl Opera House.
Fixed the Return state not being cleared when the battle with the Knight in the Painting began.
Fixed the character sometimes remaining at 0 HP after reviving in the Tower of Babel because their previous HP value was negative.
Fixed Boss death detection being missed in certain rare situations.
Fixed a bug that several skills occasionally become stuck.
If you have anything to share, we are pleased to see those in the community discussion or our Discord group. Thank you all for your support and feedback!
Dear players,
The wait is over!
Requiem of Reuinis is now available on Steam!
This is a Magic Tower-style strategy RPG featuring alchemy-based progression. Across explorations, you'll plan your routes, gather resources, craft equipment, and develop your skills as you uncover the truth behind the \.
The game doesn’t require fast reflexes or complicated controls. What truly matters is how you choose your routes, shape your build, and efficiently turn resources into lasting power.
To thank everyone who has supported us along the way, the game will be available at 15% off for two weeks after launch. If it’s already on your wishlist, these two weeks will be the best time to pick it up!
If you’re a veteran of Magic Tower-style games, you can pick it up with confidence—we believe the core experience won’t disappoint.
Which route should you take? Which enemy should you challenge first? Where should you use your keys and resources? How can you gain more power at a lower cost? All the strategic experiences that Magic Tower-style games excel at can still be found here.
On top of that, we’ve added an alchemy-based progression system, a unique Day System, and a wide variety of equipment and skill builds, giving resource accumulation and route planning even greater depth and more strategic possibilities.
If you’ve never played the genre but are curious about this one, you’re very welcome to give it a try.
Simply put, Magic Tower-style games are strategy-focused RPGs. Unlike action games, the outcome and cost of every battle are displayed before the fight begins. What they truly test is how you plan your route, allocate your resources, combine equipment and skills to create synergies, and adapt your setup to specific enemies.
One of the more challenging aspects of traditional Magic Tower-style games is that a mistake in resource planning may lead to a dead end, leaving you with no choice but to reload an earlier save and try again.
Requiem of Reuinis solves this problem through its Day System: you can retreat at any time, return to reorganize your resources and rethink your approach, then set out again another day after gaining more power through research or shops, without having to worry about getting stuck.
Even if this is your first game in the genre, you can give it a try with confidence and gradually find your own pace through exploration and adjustment.
If you've played the demo and want to keep your save data, simply copy the "save" folder from the demo's /www directory and place it in the same location in the full version.
If you'd like to learn more, join the discussion, or share any feedback, come find us on our Discord community: https://discord.gg/Jq3va9JAyX
We’ll always be here to listen to every player’s voice.
Thank you to everyone who has followed and supported Requiem of Reuinis. It's your patience and encouragement that carried the game to where it is today.
If the game leaves an impression on you, we'd be truly grateful if you could take a moment to leave an honest review on Steam. For an indie game, every review in these early days means a great deal—it genuinely shapes how many more players get the chance to discover it.
We hope you enjoy your journey through Requiem of Reuinis.
Hello everyone!
We have released the final version of the demo, updated to v0.9.0.
Thank you to everyone who provided feedback during the demo period — the bugs you found and the suggestions you shared have been invaluable to us.
* Added Japanese language support (a small number of story texts within the demo scope are not yet fully translated)
* Fixed various text errors and display issues in other languages
* Added skill animation effects for characters, with adjustments and improvements to some existing visual effects
* Improved various other visual assets
* Added a title screen animation and a background showcase feature (can be disabled in settings if it causes performance issues)
* Improved input detection in the Alchemy interface to reduce accidental touches and awkward interactions
* Improved the Research interface with additional convenience operations, reduced repetitive clicks, and better filtering for large numbers of researches
* Improved the Base interface UI, adding shortcut icon entries for Skill Learning, Equipment Management, Compendium, and more
* Added derivative item viewing support in the Equipment/Skill interfaces
* Added more granular settings options for players to adjust according to personal preference
* Added an option to skip the tutorial when restarting the game after completing it
* Improved mouse auto-pathfinding behavior and performance
* Added a quick language-switch button on the title screen
* Added a Boss Kill Record feature to review completion progress during exploration
* Minor improvements to the map teleportation feature
* Minor improvements to the save/load system
* Minor balance adjustments to certain content
* Fixed several bugs, and possibly introduced new ones
* Further optimized the save data inheritance from the demo to the full release
(Save data is stored in the Save folder within the game directory. If Steam does not migrate it automatically, you can copy the folder manually.)
If you encounter any bugs or have questions while playing the demo, feel free to reach out via:
· Steam Discussion Board
· Discord: https://discord.gg/Jq3va9JAyX
Here is our May preview update. As usual, we’ll continue sharing brief monthly looks at content beyond the demo, as well as features that have not yet been fully shown.
The main body of the game is now largely complete. At this stage, our work is focused on final polish and release preparation, including bug fixing, balance adjustments, multilingual localization, and improvements to various UI and usability elements.This is our April game content preview. As always, we'll be sharing a brief monthly look at content beyond the demo or not yet fully revealed. If there's a particular system, map, or gameplay direction you're curious about, feel free to leave a comment — we'll take your suggestions into consideration for future previews.
The core content of the game is now largely complete.
We are currently in the final stretch of post-production work, which includes bug tracking and fixes, numerical balance adjustments, localization, and various optimizations such as visual effects polish.
As a showcase, here is a screenshot of the skill cut-in effect (currently still being tested, might not be the final version for release):
Some equipment and skills have the ability to generate temporary derivative equipment or skills (in short, tokens). A small number of items in the demo already featured this mechanic; in the full release, certain equipment and skills will have multiple possible tokens. To make planning easier, we have added the ability to view them directly from the equipment and skill menus. Use left + right click simultaneously, or middle click, to inspect an item's tokens.
Magic Creation
Magic Creation is a skill with Choose One: each time you use it, you choose between two options — single-target damage or area damage.
After every 3 choices, the skill temporarily transforms into a more powerful version based on how many times you chose each option. Those of you familiar with basic combinatorics will know this results in 4 possible derivative forms. For example, if you chose single-target all three times, the temporary skill becomes a powerful single-target attack; if you chose area all three times, it becomes a massive AOE with multiple hits. Choosing a mix of both will yield something in between.
In the token view, you can preview all 4 possible temporary forms ahead of time, allowing you to make better choices designing your build.
Original Sin
Original Sin is a late-game piece of equipment with an exceptionally demanding condition: you must have 13 different states active simultaneously. To some extent, your entire build will need to be constructed around this.
Once the condition is met, it temporarily replaces all 4 of your skills with a set of "Apocalypse Spells". These skills are extraordinarily powerful — for example, Ashen Death, associated with "Death", AOE-eliminates all enemies within range outright.
Did I just mention states? — In the demo, you have likely already encountered some basic states, such as temporary boosts to Attack or Defense. In the full release, we will be expanding this system further.
Golden Triumph
Certain equipment can benefit from the number of states you have. Golden Triumph grants +25% Physical Damage for each kind of state active. With enough states stacked, you can choose your moment and unleash a devastating burst.
In addition to the common stat-boosting states, the full release will also introduce rarer and more unique ones.
For example, Song of the Dreamweaver grants you the \ state — while in this state, you can use skills without consuming MP. However, when your HP changes or you move, the Dream state immediately ends. So don't get any ideas about combining it with healing skills to restore your health for free.
If you find yourself running low on MP, consider taking this into your build, so you can stand still and enter the Dream state to become a stationary turret to clear out nearby enemies.
Thank you for all your support throughout this journey. If you have any suggestions for future previews, feel free to leave them in the comments — we'd love to hear from you!
New Effect: \ 2 Slots, Retain, Poison +7.
2) Some players felt the effect of \ was too straightforward and lacked strategic depth. Therefore, we are revising it to encourage more thoughts:Modification: Changed from "Restore 250 HP" to "At the start of next exploration, restore 250 HP."
3) As compensation for the above nerfs, we have decided to buff one of our early-game equipments, the \. We have increased the MaxHP it provides from +50 to +51.This last change is particularly spicy. We want to ensure that MaxHP-based builds got a chance to shine, but we’ll keep an eye on this one after all the changes go live to make sure we didn’t push too far.4) In response to feedback that long-term "grinding by auto-exploring" leads to players having more money than they can spend, we are introducing a more realistic financial system.Inflation: The prices of all items in the shop will now increase by 0.1% every day.
5) We have added an \ in the settings. Enabling this will change the game's genre to a 2D Platformer.6) Fixed a bug where players were able to skip dialogue, and introduced 3 new bugs into the game.7) We noticed that many pro players are killing bosses so quickly that the BGM doesn't finish playing. To fix this, Bosses will now gain 63 Divine Shield, allowing them to negate the first 63 instances of damage.8) To increase the game's play time, completing specific conditions after defeating the original Final Boss will now unlock a hidden Act 3. This act features hidden bosses and the True Final Boss. (Note: There is definitely no Act 4!)This is our March game content preview. As always, we'll be sharing a brief monthly look at content beyond the demo or not yet fully revealed. If there's a particular system, map, or gameplay direction you're curious about, feel free to leave a comment — we'll take your suggestions into consideration for future previews.
We've intentionally released this preview early to make sure none of its contents get mistaken for April Fools' material.
Imperfect Wish
"The fulfillment of a wish is often accompanied by unexpected distortions." — Magic Contracts, Chapter III
This skill works in an entirely unique way, quite unlike any conventional skill.
When used, you make a wish — by manually typing in a name.
For example, we typed in "Spark"
Imperfect Wish will attempt to find the closest match to your input across both the skill pool and equipment pool, then grant it to you. "Spark" is itself a skill, and an equipment with a close enough name might be something like "Soul Mark" (which, well is not in the Demo).
However, your wish will be distorted.
In practice, you'll receive a skill with some thematic connection to your wish — still dealing damage to a single, but clearly not the "Spark" you originally wished for. Likewise, as you can see in the bottom-left corner, we didn't receive "Soul Mark" either; instead, you should see an equipment that is more familiar if you beat the Demo.
It's also worth noting that, to make wishing a little more exciting, the game allows you to carry multiple copies of Imperfect Wish at the same time. However, from the second successful use onward, each trigger will randomly remove one of your equipments as a balancing measure. After all, wishes are never free — except for the first one!
Given its nature, Imperfect Wish is a skill that can only be obtained in the very late game. But what if you had it right from the start?
Thaumaturgist is a custom game option tied directly to this skill. Its effect is simple: you begin the run with Imperfect Wish already in hand.
If you can make a wish at the very start of the game — can you use that power to take down those elite enemies faster than ever? This may give you an experiment quite unlike the vanilla game.
You may already know the equipment upgrade system introduced in the mid-game from earlier previews. Most equipment can only be upgraded once — but there's one exception.
This blade can be upgraded indefinitely. With each upgrade, its attack power increases, and the boost gets larger every time.
This equipment provides a Defense bonus, but more importantly, it permanently increases your MaxHP each time a sufficient number of enemies died. After upgrading, it also grants bonus on MaxMP.
For a reason that is clearly related to the previous item, we've given this equipment this new name and new icon.
Note: You do not need to obtain this item through an event, and you won't need to sacrifice any HP to get it!
Thank you as always for your continued interest and support. We hope this March preview gives you something to look forward to in the full release. If you have any suggestions for future previews, don't hesitate to leave a comment!
This announcement is our February in-game content preview. As always, we'll continue our monthly rhythm of briefly showcasing content beyond the demo or systems not yet fully revealed. If there's a particular system, map, or gameplay direction you're especially interested in, feel free to leave a comment — we'll take your suggestions into consideration for future previews.
Fallen Sanctum is a side map deep within the elven territory. Dense vegetation has long since crept into the buildings, with vines and moss blanketing every wall and corridor — and the enemies here are unlike anything you've faced before.
First, be wary of enemies with skill "Proliferation". When they die, they not only strengthen the nearest enemy, but also pass the "Proliferation" skill along to it. If you lose control of the situation, every kill could create the next, stronger threat — trapping you in an endless cycle of fighting increasingly empowered foes. Here, the order of your kills will matter more than on any map before.
The other type worth particular attention are enemies with the skill "Throw". The moment you enter the direction they're facing, they'll instantly throwing the stuff is in front of them at you — whether that's a crystal, a nearby enemy, or a rock blocking the field. This mechanic can seal off your escape routes at the most unexpected moments. You'll need to carefully consider your positioning and when to trigger this behavior; whether you might turn it to your advantage by having them toss a troublesome enemy aside; or simply flank them from behind and take them out before they get the chance.
As you move into the mid-to-late game, skills may trigger automatically under certain conditions, or receive temporary enhancements.
Here are a few examples:
\ will automatically strike an enemy once when you are ambushed by them. Attacks triggered this way deal higher damage than manually casting the skill — but they aren't entirely in your control. However, you can also drain your mana to prevent it from triggering automatically, reserving it exclusively for stronger enemies.
\ will continuously expand its range if you cast it consecutively, scorching more enemies with each use. If you already find yourself needing to clear a path through a cluster of powerful foes with spellcasting, this skill's trait makes it especially well-suited for exactly that kind of scenario.
So when building your loadout, you'll need to think more holistically: what order you're likely to cast skills in during combat, whether you need to maintain consecutive casts — these factors will directly determine whether you can push your build to its fullest potential.
Perhaps you've already noticed that some things in this game aren't laid out in plain sight.
In the full release, certain equipment cannot be obtained through conventional means like research or the Night Market — they're hidden somewhere on the map, waiting for you to uncover concealed trigger conditions. Some may test your knowledge of the game's items and mechanics; others may require you to solve environmental puzzles. You can absolutely complete the game without engaging with any of this content — but you're also welcome to treat it as a challenge of a different dimension.
You might stumble upon strange interactive spots on the map, or items with no immediately obvious purpose — so, how many secrets can you uncover, and how many can you solve?
And one more thing for players still exploring the demo: there is already one hidden piece of equipment obtainable in the demo version. If you haven't found it yet, you might want to go back and take a closer look at some of the text you picked up in the Pilgrim's Cave — the answer may be hiding in plain sight.
Thank you for your continued support and attention.
We hope this February preview has given you something to look forward to — whether it's map exploration, skill depth, or hidden secrets in the full release. If you have any suggestions for future previews, leave us a comment and let us know!
This announcement serves as our January content preview. As per our usual monthly rhythm, we will be showcasing content that exists beyond the current demo or features that have not yet been fully expanded. If there are specific systems, maps, or gameplay directions you are particularly interested in, feel free to leave a comment, and we will consider them for future updates.
(Yes, we sincerely apologize—due to timing, it is actually already February. Please join us in pretending this isn't an issue!)
The Forsaken Mineshaft is a side-map that cannot be unlocked in the demo, though you may have already seen a few clues regarding its existence.
In this area, you will encounter enemies with the "Parasite Aura." While these enemies might not be Strong on their own, the "little stowaways" living inside them cause a dangerous chain reaction: whenever an enemy within the aura's range dies, it will rapidly hatch and summon "Vile Worm." If you don't deal with the aura carrier quickly, you may find yourself overwhelmed by these additional foes and taking unnecessary damage.
Another defining feature of the Mineshaft is the Mine Carts. When facing the vast "Great Hollow" that stretches across the caverns, traveling by foot is no longer an option. You can board these carts to traverse the rifts. However, be warned: the tracks are not always safe. You may need to clear out potential hazards before you can safely make the crossing.
As you progress into the mid-game, the variety of equipment and skills will expand significantly. While we have introduced some new builds before, certain equipments can fundamentally transform existing early-game builds, ensuring that even your initial strategies remain viable late into the game.
Here are two potential mid-to-late game builds::Elemental Chain: By equipping the \ together with skills that allow for \, you can create a devastating effect. When multiple elemental units are on the field, they trigger intense chain reactions, causing massive AOE—perfect for handling the swarms found in the Mines.
Explosion build:
Remember that piece of gear with the "Explosion" tag from the demo? In the full version, if you acquire the \, it completely redefines the logic of this build. This weapon increases the radius of ALL explosion effects! Combined with specific explosion-triggering abilities, you can essentially turn the entire screen into a continuous chain of pyrotechnics.
Many more imaginative builds are waiting for you to discover in the full release.
In the demo, you may have noticed the option for "Empowered Enemies" as an extra challenge. In the full version, as you progress through the game, you will unlock more game-changing "Extra Modes."
Sulfur Pact: Equipment acquisition becomes entirely randomized. This forces you to make the best out of a "bad hand," testing your deep understanding of different builds.
Architect: This mode directly doubles your Research Cap. Here, you can achieve massive stat boosts and limits, allowing for "overpowered" playstyles that are impossible in a standard run.
(Pro-tip: For the best experience, we strongly recommend playing through your first run without any Custom Options enabled.)
Thank you for your continued interest and support.
We hope this January preview gives you a clearer idea of the gameplay depth and direction awaiting you in the later stages of the game. If you have any suggestions or expectations for future previews, please let us know in the comments!
This announcement marks our December content preview. As with previous updates, we will continue our monthly cadence of briefly showcasing content that is not fully covered in the demo version. If there are any systems, maps, or gameplay elements you are particularly interested in, feel free to leave a comment—we may consider featuring them in future previews.
If you have thoroughly explored the demo, you may have already noticed that, beyond the two exits from the Miasma Woodland, there is another map that can be unlocked within the demo.
This preview will introduce the final unlockable area available in the demo—the Frontier Snowline.
Followers of the Beast gather here, guarding the sacred grounds hidden deep within the mountain caverns. They will viciously attack any intruders who dare approach.
As for how to unlock this region—
If you have not yet discovered the answer, it likely means there are still parts of the demo left unexplored. We will avoid spoilers here.
Within the Frontier Snowline, you will face significantly stronger enemies.
Higher-ranking Beast Cultists not only possess the ability to evade attacks, but also wield various support skills. Previously mentioned frozen enemies will also appear in large numbers, making resource collection far more challenging.
Here, reckless advancement is rarely the optimal choice. Learning how to control the pace of exploration and exploit enemy weaknesses becomes increasingly important.
As you progress further, more equipment and build options will be unlocked. You will need to think more carefully about synergies between equipment, rather than simply choosing items with higher numbers.
One such subsystem is the Empty Equipment Slot mechanic.
From the mid-game onward, certain effects will scale based on the number of unused equipment slots. This means that choosing to equip nothing can sometimes be a deliberate and rewarding decision, rather than a waste.
For example:
Frost Dagger If you begin an exploration with two empty equipment slots, the dagger will automatically upgrade.
Beast's Testament If you begin an exploration with four empty equipment slots, its curse effects will be negated.
When carried alone, these items effectively behave like equipment that consumes more slots. However, when multiple such items are carried together, the same set of empty slots can activate all of their effects simultaneously.
You may also notice that these items interact with out-of-combat strategies:
While carrying the Frost Dagger, using an item will deal frost damage to nearby enemies.
The active effect of Testament can directly annihilate enemies.
After reaching a key milestone in the mid-game, a brand-new system will be unlocked—Skill Upgrades.
Unlike equipment upgrades, skill upgrades represent permanent progression. Once upgraded, the enhanced effects are retained permanently, and the process—similar to learning skills—requires Ancient Coins.
Some skills gain more than just numerical improvements when upgraded; they may undergo qualitative changes, unlocking entirely new effects or triggers.
These upgrades can fundamentally alter a skill’s role in combat and may become the cornerstone of an entire build.
Because skill upgrades are irreversible, deciding how to allocate Ancient Coins and which skills to enhance will be a critical strategic choice in the later stages of the game.
Thank you for your continued support.
We hope this December content preview gives you a clearer picture of the gameplay direction and system depth awaiting you in the later portions of the demo. If you have any expectations or suggestions for future previews, feel free to share them in the comments!
And finally— we wish you all a happy New Year 2026! 🎉
Hello everyone!
We continue to optimize and update the game, and have taken time to synchronize some updates to the demo version. The demo version has now been updated to v0.3.0.
Fixed some text/translation errors
Optimized some interface interactions
Optimized minor UI elements
Refreshed some assets including the main character party's walking sprites
Optimized some prompt messages
Added extra options to the map selection interface, allowing players to choose which character leads during exploration (does not affect gameplay)
Added settings option: Status Bar Interface, providing 2 different layout options for the left-side status bar in combat
Added settings option: Lighting Effects; if you experience lag during gameplay, you can disable lighting effects for smoother performance
Added accessibility feature: Lock Right Info Panel
Added accessibility feature: Equipment Management, allowing you to filter out equipment you don't want to appear in the equipment interface
Added some hidden content
We extend our heartfelt thanks to all players who played the previous Demo for discovering bugs and providing invaluable feedback!
If you enjoy Requiem of Reuinis, we sincerely hope you'll help us spread the word during Next Fest. Your support means a lot to our team.
Additionally, we invite you to join our community groups and connect with the developer and fellow players:
· Discord: https://discord.gg/Jq3va9JAyX
The third map in the game (Miasma Woodland) unlocks two new maps. In our last preview, we showcased the Elven Court. This time, we'll be focusing on the other map: City of Whitestone.
City of Whitestone is a massive map divided into three distinctly styled major regions. Due to the map's enormous scale, each exploration run will typically only allow you to thoroughly explore one of these regions, meaning you'll need to carefully choose your exploration route based on your current equipment loadout, skill combinations, and strategic objectives. The enemy configurations, resource distribution, and potential events encountered will vary significantly across different regions.
Of course, City of Whitestone also features many new enemies and new enemy abilities. For example, outside the city gates, you'll encounter enemies with the "Frozen Seal" skill. Unless you defeat them, you won't be able to collect nearby resources, and crystals will require more keys to break.
Starting from City of Whitestone, a brand new resource will appear in certain maps: Runestones. These yellow gems are closely tied to a new system: Equipment Upgrade.
By consuming Runestones, you can select one piece of equipment you're currently carrying and upgrade it for the duration of that exploration. The number of Runestones required equals the equipment's grid size × 3. For example, upgrading a 2-grid equipment piece requires 6 Runestones.
Upgraded equipment typically have higher stats, giving you a greater advantage in combat. Some equipments also have special effects that trigger upon upgrade.
Of course, the depth of the equipment upgrade system goes far beyond this. Certain special equipment possesses "Auto-Upgrade" capabilities, allowing them to enhance themselves automatically when specific conditions are met without consuming Runestones. Additionally, some equipment or skills are specifically designed to synergize with the upgrade mechanic, and clever combinations can create unexpectedly powerful builds. How to efficiently allocate your limited Runestones and choose which equipment to prioritize for upgrades will become a crucial strategic decision in your mid-to-late game explorations.
Beyond new maps and mechanics, we continue to refine the game's visuals and user experience.
We recently gave the protagonist party's character sprites a complete overhaul. The new sprites are more detailed while also better matching the character portrait designs, making characters more recognizable during exploration.
Furthermore, during exploration phases, the character you control will be determined by the user of the first skill you're carrying (if you haven't unlocked any skills or aren't carrying any, you'll still control Tasia by default).
In terms of interface operations, we've optimized the interaction logic of certain interfaces, making the workflow smoother and reducing unnecessary clicks. These optimizations will be gradually implemented once testing is stable, and some features may also be updated into the demo version.
If you have any expectations or suggestions for future previews, feel free to let us know in the comments!
Hello everyone!
With one final weekend left of the Next Fest, we want to thank all the players who have experienced our game and provided feedback! We greatly value your input and have made optimizations based on your suggestions. The demo version has now been updated to v0.2.1.
Fixed a bug where certain menus could be exited incorrectly
Fixed a bug where some keybind changes in settings wouldn't take effect immediately when opened in-map
Fixed a bug where UI elements wouldn't reset when returning to the title screen and starting a new game
Fixed a bug where certain dialogue would have missing images
Fixed several bugs that could potentially cause game crashes
Fixed a bug where boss damage could occasionally be incorrect due to data structure issues
Fixed an issue where hotkeys would be registered as continuously pressed after the window was suspended
Optimized the display of data interfaces
Optimized some sound effects
Optimized click detection for the shop interface
Slightly relaxed the detection zones for left and right sides during look ahead
Slightly improved the interaction and display of the alchemy interface
Optimized lag caused by excessive temporary events during some boss battles
Optimized the enemy aura display layer so it no longer overlaps the status UI
Added simple visual effects for data changes
Added a settings option to adjust the layout of the status bar on the left side of the combat interface
Added support for Linux systems (tentatively, as we've only tested on virtual machines)
Refreshed the demo video to match the new UI
We extend our heartfelt thanks to all players who played the previous Demo for discovering bugs and providing invaluable feedback!
If you enjoy Requiem of Reuinis, we sincerely hope you'll help us spread the word during Next Fest. Your support means a lot to our team.
Additionally, we invite you to join our community groups and connect with the developer and fellow players:
· Discord: https://discord.gg/Jq3va9JAyX
We are delighted to announce that Requiem of Reuinis will participate Steam's October Next Fest (October 13th - 20th)!
At the same time, we will be rolling out a major update to the Demo.
· Completely redesigned UI with a more modern interface
· Balanced several equipment
· Significantly reduced research consumption costs in the early game, allowing you to finish up new research faster. We've also optimized certain research items, lowering their level caps while substantially improving their effectiveness
· Removed the forced checkpoint in the \. Now you can continue exploring even if you haven't completed \ or \. The game will still remind you to utilize these features as soon as possible
· Enhanced guidance throughout the tutorial area to help new players get started more easily
· Introduced a custom option feature that unlocks after completing the tutorial area. The demo version now provides the first custom option for you to experience
· Added convenient QoL features: for instance, the research interface can now display only items you can afford, map teleportation supports quick-jumping to the next arrow, and that breaking crystals now shows which key is consumed
· Added custom key binding settings, allowing you to rebind game controls to your preference in the settings
· Added new dialogue and hidden content, while improving some translations
· Added several special effects.
· Added several new achievements
· Fixed multiple known bugs (though we may have introduced new ones)
We extend our heartfelt thanks to all players who played the previous Demo for discovering bugs and providing invaluable feedback!
If you enjoy Requiem of Reuinis, we sincerely hope you'll help us spread the word during Next Fest. Your support means a lot to our team.
Additionally, we invite you to join our community groups and connect with the developer and fellow players:
· Discord: https://discord.gg/Jq3va9JAyX
This September announcement marks our first official preview of content beyond the demo version. Under normal circumstances, we will provide a content preview once a month. If there's any specific content you'd like to see, feel free to leave a comment below, and we'll consider featuring it in future previews.
If you've already completed the demo version, you surely know that the third map in the game (Miasma Woodland) unlocks two new maps. This preview will primarily showcase one of them: the Elven Court.
This map is home to numerous elves and fairy enemies. Some of them have already appeared in Miasma Woodland, but of course, many new faces are about to make their debut—
The Moon Elf Tamer will immediately summon a wolf to fight alongside her when you approach. However, with clever positioning or flexible use of skills, you might be able to trick her into placing the wolf in a location that won't block your path.
The Dark Elf Priest will come to the aid of other enemies when you defeat them, emergency teleporting endangered allies directly to his side. If he manages to save a powerful enemy, it could cause considerable trouble. Perhaps you should prioritize killing nearby weak enemies to bait out his ability, or simply eliminate him directly.
On this map, you'll also unlock the Relic feature in the Alchemy phase. These Relics are more powerful aura buildings, but only one can be placed across all maps combined, requiring careful consideration of your strategy. Upon initial unlock, you'll automatically receive the Crimson Magicstone, which slightly enhances the production capacity of surrounding buildings; more Relics can be obtained through research or exploration.
This map will also unlock numerous new equipment and skills, the most distinctive being ranged weapons with shooting capabilities. You can use these weapons to fire pre-prepared ammunition, weakening enemies or even eliminating them directly before combat begins. (The amount of ammunition available per exploration is limited, and this game does not support crafting infinite ammo with 3996 bullets)
Some equipment and skills unlocked on this map also allow you to summon minions. These summons are treated as special friendly units and will typically assist you in combat. Among them, the "Fairy Phantom" possesses the ability to weaken surrounding enemies, helping you defeat powerful opponents.
Of course, like previous maps, this map also features powerful Boss enemies. As for their specific abilities and the rewards for defeating them, please look forward to the full game release (or perhaps future previews will reveal a thing or two).
The public demo has been live for over a week now. Thank you to all players who have experienced the game and provided feedback! Based on your input, we've fixed a series of issues.
Fixed a bug where checking the Notebook too early in the tutorial could cause errors
Fixed a bug where potion information wasn't recorded in the tutorial
Fixed a bug where some text was too long and extended outside the frame
Fixed missing enemy/research information for some late-game content
Fixed a bug where selecting an unopened map would cause UI errors
Fixed a bug where background music would be lost after undoing on several maps
Fixed a bug where inventory information would be cleared after undoing
Fixed a bug where undoing could cause blank equipment to appear in equipment slots
Fixed a bug where using spacebar to pick up items could sometimes result in an extra action
Fixed a bug where animations on enemies out of the screen may freeze until they are in the screen
Fixed missing translations and mistranslations in the English version
Join our community groups to communicate with the development team and other players:
Discord: https://discord.gg/Jq3va9JAyX
In the groups you may:
Stay updated on development progress
Share suggestions and feedback
Participate in game discussions
Preview new content
Connect with other players
You can also provide feedback through Steam discussion forum.
We will release detailed major content reports in future updates. As a bonus for this update announcement, we've randomly selected a late-game equipment/skill to preview (UI in the image is still being implemented and optimized):
Thank you for your support and feedback!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Requiem of Reuinis, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Requiem of Reuinis statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.