
"Atelier Yumia" is a story about “memory”. Explore the field to gather materials and synthesis items. The items you create can be key to advancing the story and can also be used in battles and exploration. Additionally, you can create your own base with “Building" in the field.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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): 1.43/day in the week to Sep 14 → 0.2/day in the week after.
About
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 | $34.99−50% | 2.5Kreviews | 64% | — | $4.2M |
| $69.99 | 4.2Kratings | 87% | — | 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 842 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
First up minus 1 points for no barrel trophy and no cauldron in game. How is this even an atelier game? I am able to platinum this game in under 50 hours without a second playthough. I spent most of the time on steam deck since I'm travelling. So how does it feel playing on steam deck? 30fps at low setting. Graphic wise, character models look good, the environment took a major hit to the guts. It's still playable, I can still tell what is what from afar. As for framerate, it dips in town as expected since there are more NPCs. The game did crash on me 1 to 2 times throughout my playthrough, thanks to autosave, not much progress is lost. Overall, I did enjoy my time playing Yumia on steam deck, battery life is around 3 to 4.5 hours if I remember correctly on my oled steam deck. Come, let's talk about story, Yumia is darker. Spoilers ahead. The story is okay but I wish the developers can do much more to build up the characters. Unlike the previous series like Sophie, her goal is to turn Plachta into human using alchemy. There is 1 character in Yumia who was experimented on and became a monster against her will. I thought Yumia will do whatever it takes to help her gain her human form back but noped, she get dusted after she was defeated. Where is the 'Not all alchemists are bad. I will try my best to turn you back to human. Will you let me help you? Join me and let's appear in Yumia 2 together'? This happens to the mascot Flamy as well. Flamy is made out of glass and it tried to block an powerful attack. Of course glass will break, what do you expect? I thought Yumia will do whatever she takes to save Flamy or recreate Flamy since her mother made Flamy. She could have copy her mum. But nope, Flamy is dusted/cracked. Seems like the developers doesn't want a sequal. As for the party members, their own story missions are a bit all over the place. Whenever I triggered the cutscenes, I always feel like I missed some parts of it leading up to current event. It feels weird. Lenja is cute. I adores her. I feel bad for her for what happened to her in the past. She's just trying to help. Minus 0.5. Time for alchemy, this is what defines atelier game from other genres and what I like most. First up, no cauldron, Yumia dances around and items are created. Why? Secondly, there are no traits in materials. Why? Long term fans like me like to find and fuse traits togeter to create a more powerful version. The synthesis in this game is just gather a lot of materials and throw whatever the higher status and able to fill up all the circles during process. It's very easy. Oh, the thing that frustrates me the most is how you upgrade your item. You have to collect particles from open world and upgrade them individually using a study table. The particles are a hazzle to collect and some items requires a lot of elemental particles to level up. Some items doesn't even worth to upgrade at all. You can't refund the particles by the way. Minus 0.5 points for simplified alchemy and tidous item upgrading. Now onto combat, random buttons go. Why make it so shallow when the combat in Sophie 2 feels so good. Don't get me wrong, I like how Yumia and party members attack togeter, they look cool. Yumia's combat is similar to Ryza 3. If you don't like Ryza 3's combat, you wouldn't like it here. Random buttons go. Minus 0.5. Exploration is sort of fun but it fell off quickly when you need keys to open treasure troves. Where do I find these keys? The rewards in those troves aren't even that good. Since the keys seems like it has a limited quantity, I went googling and only unlocked those that have recipes which required to complete my achievements. Heads up for achievement hunters, you do not need to unlock the treasure troves to increase the exploration percentage. You just need to get close to them and unlock their icon on the map. The environment looks nice but some parts of it are frustrating eg the evalator coral. I didn't even know it was an evalator. Why is there a gap between the evalator and the platform? I fell off, took damage, wait for evalator to come down and then use it again. Why do I need to use multiple evalators just reach the top? Why can't I just have an evalator that transport me up safely? The glowly guiding line that show you how to go only appears for story and side mission. If you want to get to treasure trove, good luck finding your way there. Hopefully the guiding line will be improved on future series. Minus 0.5. Lastly, performance. It runs well but the graphic doesn't look good. I managed to 100% it on steam deck with 1-2 crashes. The studio should really hire some developers to optimize the game. If it doesn't perfom well on steam deck, it's not optimized. If you need more time, just delay the game, we understand. A game that runs well shows how competence a studio is. Will I recommend Yumia to new players? No, this is not a true atelier game. Trying playing Sophie, Ryza, Ayesha or Marie remake. Overall Yumia is 7/10 I don't want to rate Yumia too low because it might discourage the developers to trying new things. It's a good game moving the serius forward. We just need to iron out the issues we have and it will be as good as Sophie 2. Looking forward to Yumia 2 or Firis 2. Firis really needs her redemption game, not limited to older hardware.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.2M | 4.6K | 78% | $44.99 | |
| $4.2M | 16.8K | 81% | $12.99 | |
| $4.2M | 2.7K | 73% | $49.99 | |
| $4.2M | 12.7K | 72% | $17.49 | |
| $4.2M | 7.5K | 85% | $29.99 | |
| $4.2M | 10.7K | 94% | $19.99 |
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| $859.7K | 4.8K | 79% | $7.99 | |
| $1.4M | 5.8K | 91% | $14.99 | |
| $12.2M | 9.3K | 80% | $49.99 | |
| $2.6M | 8.7K | 89% | $14.99 | |
| $5.6M | 7.1K | 90% | $39.99 | |
| $70.2K | 1.1K | 89% | $2.99 |
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 Sep 5: 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): 1.43/day in the week to Jul 30 → 0.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Russian, 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 843 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
先说剧情,拿来当噱头的最搞笑的歧视炼金术士,调查团这边剧情说了基本上是土匪流氓组成的,就是被国家当送死的拉来探路的,杀人越货的土匪看不起灭世灭国的炼金术士有点招笑了。反派那边DIO跟皇帝的塑造我觉得没啥毛病,DIO纯忠臣来的,见面甚至还在boss直聘,皇帝就是大号苏菲,把全国人当普拉芙坦炼活结果还没完成就被女主搅黄了。红龙黑羊纯小丑来的,一个没炼金天赋就屠城作妖刷存在感,一个恨着炼金术士对女主下死手的人却被威胁干着杀人的活还指望着炼金术士兑现承诺还她原型。顺便一提三四章过渡那段剧情居然没语音我都傻了主线剧情没语音了真有你的光荣。 再看炼金,进剧情我就懵逼了锅呢?怎么跳舞也能炼金了,一想象皇帝也在那跳舞炼金我就没绷住。哦我一周目VH从教程到通关都没自己动手炼过道具的,全程注重特性扔就完了唯一动手的时候是通关完炼毕业装的时候,就那几个毕业武器最后要那些材料,鱼池也不在地图显示也不显示掉落全靠逛图看小地图问号蒙。 这最屎的开放世界清问号也不知道抄的哪家,讲真我驱散完看着全图问号我还以为我玩的刺客信条,这作就相当于把莱莎3的四张大图用一段长路或大桥连成一张图,但我玩莱莎3逛地图真没感觉恶心的,这作没解锁凭空三连跳时有的高地就只有一条路能上这条路上还没传送点,想上高地先按着这条路先跑5分钟图真恶心的要死。 再说战斗,近远攻击因为闪避反击的存在想不到任何意义,破防条物伤上物人魔伤上魔人就行,而且后期点出来反击破防连打条都不需要了。AI队友RZ的要死,LE难度下我把队友设置成100生命闪避都活不了,队友除了打点伤害蹭蹭破条一点用没用,莱莎里还能涨战斗等级攒技能点。从回合制改成半回合这会改成即时战斗但越玩手感越shi,防御放道具后摇慢的要死还没法取消,放道具途中无法取消,高难度怪蹭你一下就残血两下就躺的情况下这种后摇纯狗shi设计。 总结:优点是有的,女主升级动画有两种挺有意思,等级突破100了也不会导致后期看不见升级动画了。采集方式不再需要炼斧子锤子镐子鱼竿了,但是想获得新材料只能推图去新图采,旧图所有采集不会因为科技树提升能采新材料玩着有点难受。地图不再有空气墙自带三段跳这点玩起来也是很舒服。 缺点:总结上面全是缺点。 奔着人设来的可以入基础版玩玩,如果你觉得悠米雅是你老婆,那你爬悠米雅是我老婆,我老婆是真的好看。奔着炼金系统来的别买了,去看看苏菲2莱莎3。喜欢俄罗斯方块的去苏菲,但是苏菲材料给的俄罗斯方块是随机的有点恶心。喜欢往里塞东西但是稍微动点脑的去莱莎,这作材料圈共鸣玛娜是真的不用动脑,什么nb就往里塞就行,在这作我甚至没太感觉到材料四元素的作用。还有这作体量是真小,我这60小时有一多半是花在清图和合特性球上,这作的特性球感觉比莱莎3找怪抽毕业钥匙都shi。
発売日に購入。トロコンまで10日ほど遊びましたが、ラスボス戦後のムービーでフリーズ数回(Ver.1.0.2.0で修正済)で萎えたり、調合のテンポの悪さなどもありシリーズ恒例のクリア後のやりこみはほとんどせずに放置していました。 約2ヶ月の間に気になっていた点が色々と修正されていたようなので、真エンディング目的で久々に触ってみました。 調合高速化により演出は短縮されていましたが、素材と投入していくたびに何度も処理落ちするのでまともに遊べたものではありません。
UIや機能が分かりづらく、操作性が悪く、続ける気持ちにならない アトリエシリーズとして求めていたものではなかったです
ゼルダの伝説BotWや原神などのOWゲームで探索をメインに楽しんでいるものです。 アトリエシリーズは今回が初。宣伝のキャラクター立ち絵デザインに惹かれ、またOW探索ができるとのことで購入。 結論からですが、自分のようにビジュアルとOW探索に惹かれて購入するのはお勧めしません。 シリーズ初のOWとはいえ、世にあふれる類似ジャンルタイトルと比べ大きく劣っているように感じます。 もともとのシリーズファンではなくユミア独自の特徴に惹かれて購入を考えている人がいたら、一度考え直した方がいいと思います。 以下、それぞれの不満点を記載。 【ビジュアル】 ・3Dモデルの出来が良いとは言えません。特にキャラクターの顔面の平面感が強く、どの角度から見ても違和感を覚えます。 またユミアのお尻を強調したかったのでしょうが、身に着けている衣服と挙動の食い違いがひどく、単純に出っ張らせているだけでアイコンとしての機能のみ期待したような造形に感じます。 ・平時のモーションがチープです。 ・錬金やフィールド探索時にユミアが踊りだすアクションがありますが、なぜ踊るのかわかりません。また、似たようなことをやっているはずなのに踊らないアクションもあり、一貫性を感じられません。これは本当に一貫性が無いか、あるいは設定の説明不足を感じます。 【OW探索】 先んじて良い点を一つ。ジャンプ周りの操作感は良いです。よくあるスタミナ消費での崖のぼりを排除し、多段ジャンプでマップを踏破していくのはアクション操作として気持ちが良いです。なんでもスタミナで解決、ではなく地形とジャンプ能力の制限がある中でキャラクターコントロールして探索を進めるのは程よいストレスです。 以降不満点ですが、概ねプレイヤーの操作感をないがしろにして開発設定を優先した仕様になっていると感じるところに不満点があります。 ・アクションに対するキー割り当てが直観的ではない、あるいはカスタマイズ性が低いです。これにより、フィールド探索中に押下するキーを選択する都度判断が発生し、不要なストレスを感じます。単一ボタンを連打しながらの探索が阻害され、プレイフィールの質が低下しています。具体的に2例示しますが、 ①素材採集に紐づくアクションが2種類あり、それぞれ別々のキー割り当てを求められます。おそらく、キャラクターのモーションを見るに「素手で素材採集する『一般アクション』」と「武器あるいは道具を用いて素材産出オブジェクトを攻撃し破壊して素材採集する『攻撃アクション』」で2種類の採集方法を行っていると定義されているのではないかと推察しますが、プレイヤー目線としてこれはどちらも「素材採集」でしかないので、1種類のキー割り当てでないことに違和感を覚えます。 ②フィールド上でのキャラクターの攻撃アクションが2種類あり、それぞれ別々のキー割り当てを求められます。一つは上述の「武器あるいは道具を用いて素材産出オブジェクトを攻撃し破壊して素材採集」、もう一つは「1.銃を構えて(右クリック)、2.素材産出オブジェクトあるいは敵性オブジェクトあるいはギミックオブジェクトに対して発砲(左クリック)」です。仮に①の『一般アクション』と『攻撃アクション』で分かれていることを容認する場合、今度はこちらでも都度判断を求められます。プレイヤー目線としてこれはどちらも「攻撃モーション」でしかないので、1種類のキー割り当てでないことに違和感を覚えます。 ①を立てれば②が立たず、②を立てれば①が立たず、という状況ですが、せめてどちらかを優先してくれれば少なくとも一つのストレスの素は無くなります。①も②も立てず、アクションを3種類に分けそれぞれにキー割り当てを求めるのはさすがに悪手だと思います。 フィールド上で行えるアクションは他にもありますが(狭所の通り抜け、障害物の除去、物体の把持、匍匐前進移行など)、それぞれ別々のキー割り当てが求められており都度押下するキーを変えなくてはなりません。(ついでに匍匐前進についてはカメラ切り替え後のキャラクター移動アクションキーが全く直観的でない)。またモノによっては長押しも求められますが、キャラクターのモーションと乖離がひどく、なぜ長押しさせられているのか説得力がありません。 以上に関して、キー割り当て設定で複数アクションに対する単一キーの重複を容認するようにすれば一部問題は解決しますが、これは許されておらずカスタマイズ性が低いです。 ・フィールド探索時のカメラ操作の自由度が低いです。下からの撮影を許さないくらいならスカートを履かせないかキャラクター自体を透明化させるようにしてください。 ・マップ画面の操作感が悪いです。 ・メニュー画面が2種類あります。意味が分かりません。なぜ一つにまとめなかったのか。
솔직히 최적화가 괜찮아진 지금은 이게 복합적 평가까지 받을 게임인가 싶다. 전작들에 비하면 확실히 필드 자유도가 훨씬 높아졌다. 모션이 자연스러워짐은 당연하고 굳이 계단이 있어도 그걸 고집할 필요가 없고, 낮은 장애물은 알아서 넘어다니는 등 오픈월드 측면에서 신경을 많이 쓴 점이 보인다. 연금술이라는 게임 컨셉은 그럼에도 다소 부족한 오픈월드를 보완해주는 역할로 작용하는듯하다. 연금술이 얕아진 것은 사실이고, 점점 채집의 이유가 사라진 것도 맞다. 다만 그것도 결국 전작들 시스템을 아는 사람들 이야기이기도 하고, 그걸 모르면 그 과정이 그렇게 쉬운것도 아니라서 꽤 재밋게 즐길 수 있지않나 싶다. 소재 잠깐 모으고 하루종일 아틀리에에 앉아서 조합만 하는 사람들에겐 아쉬울 수 있을것같다. 결국 이 게임은 라이자나 소피처럼 연금술을 메인으로 두기보단 전투와 오픈월드를 메인으로 삼고, 그 부족함을 연금술을 보조 역할로 남긴것이라 본다. 사실 다 ㅈ까고 그냥 총들고 오토바이타는 유미아 어케참음
The short of this review is that I think Atelier Yumia is a bold experiment in the Atelier franchise. It has a lot of flawed executions but I hope they build on the foundation they've laid down. I enjoyed the game for what it is in spite of these flaws. The combat gameplay could be interesting being something like an on-rails action RPG, you can block/parry attacks or dodge/move out of them based on the ground markers. The biggest issue is the camera, sometimes being way too close for you to be able to see the ground markers, and the amount of particle effects happening gives VERY poor visual clarity. On top of that, certain environments are just very annoying to see anything. There's a certain boss fight that takes place in a room with very broken lighting, making the ground marker's contrast to the floor near impossible to see. There's also a strange animation lock that you can only cancel out of with certain actions. For example, using a support item causes your character to stand around for some reason, you can't dodge or block out of it, but you CAN skill attack out of it and then dodge/block cancel that animation or recover significantly faster than if you waited out the animation lock. Speaking of items, alchemy is... incredibly easy. They've split trait inheritance into a trait gem system, so you can slot in traits into items/equips, which greatly simplifies synthesis to simply getting the item's quality and inherent traits to max, and in the case of equips their stat gains as well. This ends up with a very shallow synthesis, especially with certain items that can trivialize getting the requisite resonance and/or mana. Not to mention items work very differently from what I've known in Sophie/Ryza. You can't make a bomb that nukes enemies, I think it's more appropriate to compare it to synthesizing items that are element skill attacks. They are still strong, but definitely not as exciting to synthesize. The game also has a lot of QOL features that make alchemy even easier, maybe even to its detriment. Just about anything can be duplicated provided you've unlocked it at certain points of the game/exploration, meaning you have no use for inferior ingredients/materials. There's no desynthesize options from what I can tell either. All in all, the alchemy system unfortunately ends up being pretty shallow because of all the QOLs given without much to increase its depth. As for the housing/base building system, it ended up just being the alchemy duplicator. Had there been just one major base that you build up, it could have been interesting. But over the course of the story, you unlock and find multiple building locations. Each location has its own comfort level to level up for some building blueprints and very minor buffs, however you CANNOT gain comfort level if you place a facility such as a storehouse to increase inventory capacity or duplicators. What you may end up with is simply dropping a housing preset to cap out the comfort level to get the blueprint unlocks, then scrap it into a facility that you might need. You can build around the facility just to pretty it up, but you aren't encouraged to do so. And this will happen across multiple building locations in multiple regions. So on the bright side, you get a lot of facilities so that alchemy can be even easier to do. But beyond that, you're not encouraged to interact deeply with the building system at all. Finally, the story and characters. I honestly liked this part. I've heard people say the story feels more like a typical JRPG than what makes an Atelier story, and I can't refute that, but I feel that there are still elements of what makes an Atelier story there. The characters are all enjoyable and they have their own development story, some being a bit more involved with the main plot than others. There are some moments of levity to break up the overall heavier weight of the main story. Even the villains I feel are very strong characters; while some of them feel like they lean too heavily into being a trope, they balance the others' writing. In spite of its flaws, I would still consider Yumia as my favorite Atelier game and would recommend it. It's definitely rough in a lot of ways, but I do hope they polish it and use it as a foundation for another Atelier going forward.
I think they've continued the trend of making worse alchemy systems. I didn't even really want to do any alchemy anymore by the end of the game and started just letting the game auto select material for anything that wasn't equipment.
[h1]ワンパターンゆえに飽きる[/h1] [hr][/hr] 最初こそ 新しい要素や探索の楽しさがあったものの 進行での変化がほぼなく単調さが目立つ [hr][/hr] [h3]探索[/h3] 序盤は 目的地への道中で寄り道をしてしまうほどに探索要素にワクワクした ...のだが 新しい地方に行ってもギミック等に変化がなくやることは最後まで一緒 特に[b]祈念の社[/b]は 途中からギミックがなぜか減ってパズル1種だけになる ホントなんで? [h3]調合[/h3] 素材がある程度集まってくると 突っ込む素材が中和剤一辺倒になりがち 調合の簡略化という意味では 素材集めに マップを走り回る必要がなくなり 忙しい人にも優しくなった ...しかし アイテム複製の度にTPが必要なのは正直ストレス ハウジングあるんだし 調合関係の機能はアトリエで完結完結してほしいところ マップが広いうえ カーソル移動も遅く 施設が分散しているはやはり面倒 [h3]会話[/h3] 後半は反応の繰り返しが気になってイライラしがち 散々見ているはずのギミックや素材に対して いつまでも初見の反応をするので聞き飽きる 調合中に素材を入れるたび話すセリフも 2,3パターンしかなく変化が乏しい 地方が進むごとに内容が変わるだけでも 印象は大きく違ったと思う キャラ同士の掛け合いにはちゃんと変化があるだけに惜しい [hr][/hr] [h3]その他(最適化について)[/h3] 最適化が十分なのか疑問点もある ・ 朝や雨など反射の強い状況でFPSが安定しない ・ 調合直後に高確率でクラッシュが起きる 環境依存の可能性はあるが 全体として気になる挙動が多い
I think that the bad reviews are a little unwarranted. It's Breath of the Wild meets anime Barbies and survival crafting + base building. I like it.
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