
A mysterious story of a mysterious dream ... This is a story about one of the adventures Sophie the Alchemist had after she left her hometown of Kirchen Bell.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.71/day in the week to Sep 14 → 0.71/day in the week after.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99−50% | 2.6Kreviews | 94% | — | $2.5M |
| $114.99 | 680ratings | 95% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 828 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
萊莎 -> 梅露露 -> 蘇菲2 (目前玩到的第三款鍊金術士) 以下內容比較都是以這三作為主 演出做得相當好, 比起之前玩到的都還要豐富, 場景人物動作之類都是最好的 鍊金本身也是最難的一作 [h2]主線劇情[/h2] 將找到人當作分界點的話 大致上有分前後兩段, 兩段的轉折相當突然 前段劇情相當平淡而無起伏, 後段又因為角色關係讓人煩躁. 但是在演出方面做得相當飽滿, 忽略掉劇情本身普通, 實際體驗還行 [h3]主題是夢想?[/h3] 劇情跟角色主軸 圍繞在 夢想 兩字上打轉 但實際描述上大多缺乏實際描寫夢想內容, 打個比方就是 只說 我想要成為厲害的商人 但沒有實際描寫怎麼變厲害 或是 要達到的實質目標(例如 開連鎖商店之類的) 有的相當模糊 有的甚至很難用夢想兩字形容, 比較像遇到心理困境 這使得"夢想"兩字 變成像是口號, 大家喊著夢想很棒 想實現, 但感受不到他們想做什麼 為什麼很棒. [h2]鍊金[/h2] 用拼圖 或者說是類似七巧板的系統來鍊金, 相當有趣, 但比起萊莎能隨著遊戲進度 感受到系統不斷增加 產生各種變化 蘇菲幾乎只有中間拿到 觸媒時 有感覺到系統變化, 之後幾乎都是用相同模式, 即使設計相當好 玩到最後也開始膩了. 但整體而言還是相當不錯! [h2]戰鬥[/h2] 剛開始玩的時候感覺相當好, 有相當多變化. 但是玩到第二第三個BOSS之後才發現不太對勁 所有小怪打起來都差不多, 連王也是. 第一隻王到最後一隻王 除了長相不同之外, 幾乎沒太多變化 所有的內容都在打前幾隻王時就體驗完了, 本質上就是 開盾 叫怪 普攻 大絕, 每一隻王應對方式都相同 這點萊莎也是差不多, 但是在蘇菲2中 王的血超多, 打一場超久 後面王戰超膩, 而王的模型又重複用了好幾次, 連長相都看膩了. [h2]總結[/h2] 畫面演出是我玩過的三款中最好的 但也因為演出很好 反而更加凸顯其他地方的不足. (劇情 主題描寫 遊戲系統遞進...) 鍊金本體有趣 可惜變化不夠多 如果整體遊戲時間能縮短 避免結局前就玩膩系統的話 應該會更好 是個好遊戲 但在鍊金三款中 我會排最後
I'll never forget the intro and the best part when she catches the leaf.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 27: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 0.43/day in the week to Jul 30 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, Japanese*, Korean*languages with full audio support
| $29.99−50% |
| — |
| — |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 830 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
この気持ちを言葉にするつもりはありません
只要你喜欢苏菲,那我们就是异父异母的亲兄弟!
主角团只有两个男人,这对我真的很重要
[h1] 旅途的再开与梦的结束[/h1] 踏上一场阔别许久的旅途,再次来到苏菲的世界,与她做同一场美梦。 #含有一定程度的剧透,烦请谨慎阅读 [h2] 妙趣横生的炼金 [/h2] 拼图,益智烧脑,老少咸宜。一开始是单纯的拼凑行列,紧接着是工整地填满方正的锅,再后来染色、追加齐上阵。不断地用更多的方法拼出更困难的图案,正是苏菲2炼金系统的魅力。 [h2] 虎头蛇尾的采集 [/h2] 要拼的图千变万化,素材自然不能守旧。“大采集”系统赋予苏菲订制材料的能力,是我个人认为最棒的设计。 在前中期,采集的节奏释出非常棒,然而到了游戏中后期,从沙漠地图开始,我就几乎没有新的素材可以采到了,最后两整张大地图甚至没有新素材、没有新怪物。炼金的终盘更是只能种地不能采集(锁词条真该死啊),把“大采集”整个废掉,非常可惜。 [h2] 大炮打蚊子的战斗 [/h2] 纯回合制好评,但是三体人打原始人,只能说打个热闹。多段平A、前后换防、连携攻击、召唤物、推条拉条、改变天气……就算是脱离炼金系列常见的丢道具秒秒秒,我方的机制也过于多而强力了;与之相对的,敌人仅仅有次数盾和debuff,难免打谁都是打不同血量的木桩。 [h2] 打动人心的剧情与人物 [/h2] 虽说炼金工房系列一直是阖家团圆包饺子,难免会看了开头猜到结局,但架不住饺子是真好吃,好的就是这一口,结局狠狠掉小珍珠。[spoiler] 苏菲2的开端是阔别7年后旅途的再开,结局是阔别一场梦后旅途的再开,而下一场梦又在哪里呢? [/spoiler] 可入队角色在历代里偏少,与之相对便是每个人的塑造非常丰满,个人支线都很有记忆点。给我留下最深刻印象的还是苏菲,简直就是超人,精神稳定肉体强健,感觉再给她一段剧情她能给A26都炼出来。[spoiler] JK奶奶香疯了,我这条命都是她开加速一棍棍抡出来的(跟梦神是真的亲,打起来也是真的狠!) [/spoiler] [h2]美丽废物的 UI[/h2] 除了美术设计,其他都是灾难级别的,所以一定要拉出来单独讲。 首当其冲是云里雾里的词条效果:一些词条明明就是+攻+防+HP的简单效果,但是它总是只给玩家看那莫名其妙的名字,玩家仅仅只能在少数场景通过次级菜单查阅词条效果(甚至筛选和炼金预览里都不能看!);明明是已经炼成过的道具,其词条效果也无法在炼金锅界面预览,必须在拥有该词条的物品以后,在收纳箱中查看。 其次是有但是如有的图鉴引导:当玩家想要采集某样特定素材时,查阅图鉴只会告诉玩家对应的大地图而不是小地图,然而在地图界面预览每张小地图是能看到它有哪些素材能够采集的,到头来还是得玩家自己一张一张小地图目录翻过去找。 最后是等你意会的可交互物品:苏菲2的地图里不乏一些地形互动,但是其引导已经到了糟糕的程度——因为它开机关黑屏。很多时候我互动完轻是迷失朝向,重是完全看不出发生了什么,没有任何动态或者文字引导;它甚至判定点跟咕噜一样——一个能上的电梯只有站在正中间有交互,一个能滑的斜坡也只有正中间有交互。至此,结合前文的采集问题,苏菲2的跑图体验在后期全线爆炸,在我开宝箱获得最后一个触媒以后就变成了只看缩略图摸水晶速通,失去了所有耐心。 [h2] 总结[/h2] 我最近每晚都做着一场梦,梦里的红发女孩搅动着大锅,从中和剂红黄蓝绿到贤者之石,从新的邂逅到旧的离别。梦结束了,我也该启程了。
苏菲也太可爱了吧~
I love Sophie and she's my favorite among the girls and other series! I know most of you love Ryza, but I cannot with her rebellious, proud and pouty ways, when Sophie is a lot more gentle, optimistic and altruistic. In terms of story, this is the plot Sophie deserved! And I honestly don't see this series going further when so much about her theme was explored here (friendship and family values). Unfortunately, this game is not great... even for a fan this game soon becomes very tedious. Why? The cutscenes, the story was so much extended that you wish they could just cut it to half. Little nothings here and there. The fetching materials, the grinding makes this game at the end of a couple of hours (especially when you're more advanced into the game) the whole gameplay very boring. Navigation is not great in the isekai town, making you go constantly through narrow alleys, going around and around. I also had a lot of issues with the camera. It's recommendable, but unfortunately a game that needed more polishing and a lot of "cuts" in the scenes, and materials and elements needed.
Despite not playing Sophie 1, I still greatly enjoyed this game. The writing is on par with the other atelier games I've played and the story keeps me hooked all the way through. There doesn't feel like there are any bloated areas, whether it's gameplay or story. Speaking of gameplay, if you're coming from the Ryza series, there's a little bit of difficulty to it, especially when you get to the more mid-late game recipes. However, that also allows for a lot more freedom with crafting despite things being a bit harder/more tedious to make. The game also provides a recap for the first game, so if you just want to jump into this, you're totally free to. You don't have to play Sophie 1 to understand what's going on here. Overall, I enjoyed the game greatly and look forward to 100%ing it.
調合は歴代最高峰ですが、それ以外がシリーズ最悪レベルで面白くないです。 二次創作を理解するためと割り切って買いましょう。
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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