
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
量大管饱,苏菲又很可爱
虽然我花了很多钱但老婆的奶奶和我老婆一样可爱(?
很怪,一开始用3050ti的显卡,玩起来有种一顿一顿的撕裂感,我一开始以为是我电脑的问题,后来换成了4070,还是一顿一顿的撕裂感,帧数没问题,动态模糊垂直同步抗锯齿这些我都调了半天,都没办法解决,不知道是什么问题,也没有搜索到有人和我有同样的问题,奇怪
Media

Related
Related
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
苏菲2(A23)作为不可思议系列的最新作品,相比系列前作《莉迪&苏瑞的炼金工房》(A19)有相当程度的进步,也吸纳了不少来自秘密系列(莱莎)的好设计,提供丰富内容的同时也减轻了不少游玩时的负担,推进游戏流程的方式说是祖传也不为过。采集、调合、战斗、剧情交替进行,穿插无以计数的小故事来充实内容,游戏节奏被拿捏得死死地。炼金术士系列作很多,但真真正正把这看家本领发挥到极致的还是A23。A23的故事温馨,系统完善,战斗顺滑,堪称集大成之作。 [h3]优秀的探索与采集体验[/h3] 天候系统提高了野外探索性,增添了不同的色彩,也切实影响地图中的敌人和素材,让探索的旅途不再觉得单调。大采集通过迷你游戏的方式提供了定制的素材功能,得到完美素材几乎是每一作炼金游戏的一大梦想,而A23真真正正让这个梦想不再遥远。再也不用沙里淘金般地从成百上千个素材里挑宝贝了,极大减轻了仓储压力,也不用在普通素材点浪费宝贵的时间。 [h3]畅快地回合制战斗[/h3] A23有着优秀的回合制战斗系统。同样是前后卫的阵型设计,在A19里后卫角色的功能基本就是释放一次性支援技能,在战斗中没什么参与感,切换角色还会浪费回合。A23里的后卫和前卫的界限非常模糊,前卫后卫的自由切换让所有人都有充足的出场机会,能够对战场态势做到随机应变,切换角色还可以得到角色被动技能的强化,两名角色可以在切换时使用技能和道具,这一切仅需要消耗1点非常容易积攒的TP值。回合指示器上只有3个人头,但能打出有十个人的效果,堪称一个字,“爽”。 战斗难度恰到好处。在一周目可以选择的最高难度very hard里,如果不在装备和道具上花一点心思,破关还是相当有压力的。尤其是缺乏复活手段和回复手段的前期,角色血量只有一两百,但敌人可以轻轻松松削掉半条命,能做的最好的回复道具连一半血量都不能恢复。虽然很艰苦,但这才是我想要的难度,因为前面的好几部作品都太太太easy了。在前面的几部作品里,不用心设计特性的继承路线,只是随便从选择的素材里挑特性,都不会有什么通关压力。毕竟难度的平衡基准只比白板装备稍微高一点点,看商店卖的装备和宝箱里的装备就能明白了,实际上这些道具在真正的调合大师眼里和白板无异,可使用这些白板就足以愉快地破关了。在A23的very hard难度下,我更有调合道具的动力,我更想试试新药品新炸弹的成色。 只是游戏中期我搅大缸的力度过猛,全员换上了一套超好的第3阶装备。这套装备里的武器、护甲、饰品我直接用到通关,连最终BOSS都是初见过,我只是在最后调合了几个群体回复道具和顶级炸弹,虽然最终BOSS魔抗特别高,丢炸弹还不如平A。真·最高难度Legend应该一开始就解锁的。 [h3]百听不厌的丰富配乐[/h3] 苏菲2的配乐也是非常棒的,处处都有惊喜。战斗曲目的质量非常高,数量也很多。好的BGM响起来就能让我回想起那些精彩时刻。不可思议系列前作的战斗配乐实际上也不少,但总觉得差点意思,毕竟有一些年头了,我现在回去听前作OST,都分辨不出来这些BGM出自哪一作了。这里要说反面例子,莱莎3部曲的战斗BGM真的毫无存在感,因为战斗时各种音效和角色喊叫声完全盖住了BGM,战斗从头到尾都是听着“莱莎,用物理攻击”,“莱莎,用魔法攻击”,角色语音几乎从来没断过,有些烦躁了。很可惜的是,苏菲2的工房BGM从头至尾只有一首《陽だまりのピアチェーレ》,系列前作每一作都至少俩工房曲目。其实在Extra OST里有另外两首工房用的BGM:《夢の隠れ家》和《秋風のマルカート》,其中我特别喜欢《夢の隠れ家》,我觉得比现在的《陽だまりのピアチェーレ》更轻快一些,真的可惜这两首没有加入游戏中。 [h3]略显困难的调合系统[/h3] 要说最大的问题,还是调合的难度有些高。A23的调合系统简直是A18和A19的结合体,好消息是从A19里拿了炼金成分的设计,坏消息是从A18里拿了连线的设计。A23的调合系统里元素的连结非常重要,只有把同种类的元素堆砌在一起才有可能调合出更好的效果。这个调合系统最大的问题是,调合效果需要的炼金成分数的数值要求太高了。游戏宣传页面吹嘘的所谓的两种调合面板,真正有使用价值的只有表面坑坑洼洼的高难面板,效果等级的高低直接决定了道具是神器还是垃圾。高难面板里的坑太多了,让堆砌元素变得更加困难。更不用说要同时堆砌好几种元素了,很多时候基本不可能在同一个面板里取得全部需要的效果,最大的面板也只有49个格子,算上坑洞这个数字更小了,而顶级效果的道具对格子的需求甚至远远超过这个数字。这时候能够消化掉元素的炼金触媒“贯穿”就变得必不可少了,前期还可以随便调合着玩,中后期开始调合难度夸张太多了,调和一个炸弹花费的时间够看一集番剧毫不夸张。调和难度没有随着游戏的推进变得简单,反而越来越困难,调合的策略也越来越单一。炼金成分数值能砍掉四分之一,调合的体验就能好上不少。 [h1]续作标杆[/h1] 充实的剧情,扎实的游戏系统,爽快的回合制体验,恰到好处的游戏难度,A23在我这里是最棒的炼金术士系列作品。当然最重要的是,苏菲很可爱。
연금술 : 영혼을 담아 깎다보면 시간 가는줄 모름. 전투 : 턴제 맛있음. 난이도 적당, 템포 적당, 타격감 좋음. 스토리 : 게임 시작하면 1편 줄거리 요약해줌. 그것만 봐도 스토리 대충 알아먹음. 소피 : 귀여움. 아틀리에 시리즈 처음 해보는데 취향 맞아서 재밌게 했음.
Love the alchemy system in this game. Classic turn based Atelier compared to the more recent action turned based system of Ryza 1-3.
아 힐링겜 근데 머리아픔 그래도 재밌었다
很多人覺得畫面不夠精緻定價又太高就不想買,可是這遊戲精緻的地方是圖片和配音,我覺得價值不斐;另外蘇菲真的好可愛喔~ (ˊ Uˋ)
已全成就,苏菲2神中神,作为从莱莎2与3全成就过来的玩家。本作无疑是目前我所觉得炼金系列最优秀的一作。 1、剧情上有起有伏,环环相扣。人物之间感情塑造不错。 2、战斗上,虽然本作还是传统的回合制,但相比莱莎系列本作的数值前中期并不算很膨胀,由于炼金配方受剧情限制解锁因此很多后期东西需要主线达到一定进度后才会解锁。因此vh难度前中期装备没毕业下还是有一定挑战性。[spoiler] 想起我第一次vh团灭是被梦神一套表演控到死团灭,一直是她回合没动过( [/spoiler]加上本作小怪和强敌都有护盾(灵气)设定。不破盾会有怪会有较大减伤。因此本作道具在没毕业前并不能无脑秒。 3、地图上特色系统操纵气候,根据不同气候地图会发生一定的变化,还是挺有意思的。 4、最后则是本作最具有特色的炼金系统了,本作炼金并不像莱莎系列那样无脑放东西就完事了,放完东西后还需要思考如何分配才能把词条做满。对前中期而言,在炼金技能没全解锁下很难把物品词条全部显现出,这一点倒是有点难受。不过到了后期已经有足够多手段来增加面板,这时候搅大缸就很有意思了。靠自己思考如何把面板填满,毕业物品做完之后也有一定成就感。 5、说完优点就该说缺点了,首先就是钱的问题,本作钱很缺。主要来自两方面。一是道具补充要钱,本作道具并不是回家就自动补充,而是要在商店花钱补充后才能继续用。而后期一个高级道具用完补充费用可能都要达到上w,这点非常蛋疼。后面解锁bossrush后打完一轮直接破产。二则是物品复制也是要钱。到了后期一件大装备和高级调和品复制竟然要4w多,贵的离谱。然后则是素材指引,本作虽然会在地图选择里显示有哪些素材,但并没有跟踪这些素材在地图哪个角落功能。这点在莱莎3算是技术进步了吧。最后则是不明意义的dlc地图。至于前中后期换皮怪问题只能说是炼金传统艺能了,这里也不提了。 总而言之,苏菲2是非常优秀的一部作品,如果是对炼金系列感兴趣绝对不能错过。
神作
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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