
"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.
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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
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
Hours played at review time, across 52 reviews with recorded playtime.
Reviews
Themes across 52 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Incredibly dull game which fails at its own premise. The alchemy system feels like an afterthough, it immediately breaks the combat as anything you craft will be overpowered without putting much effort into it. Fights generally last only a couple of seconds even on the hardest difficulty. There is an attempt of depth with how each character is designed, as everyone has different skills, but battles are so short that you can't tell the difference. The open world is boring to explore, it looks good but there isn't anything interesting to find. You often find items that are powerful enough that end up bypassing the crafting system, which feels really unsatisfying. Story-wise, I've only completed the first region, so I can't say if it improves or not, but the writing didn't manage to engage me.
Atelier Yumia is a difficult game to recommend unless you really want to play every single Atelier game, or you just play a lot of JRPGs. I don't think there is anything special about this game to warrant prioritizing it over masterpieces like Xenoblade Chronicles 1-3, Atelier Ryza 1-3, or Atelier Sophie if you haven't played those yet. I played this game for over 70 hours, so it certainly isn't awful, but there are several design choices worth noting before you buy: 1. Narrative Identity Crisis: The story is on the slow side. While Atelier games have always embraced slice-of-life moments, Yumia struggles with its tone. Even when the game is finally cooking up an engaging plot, the momentum is killed by repetitive conversations or sudden detours. You can't have high-stakes moments with immortal villains and massive world mysteries immediately followed by beach parties and narrative fluff. 2. Lack of English Dub: While I understand why there is no English dub due to cost and global release schedules, I honestly wish these games would bring them back. My vision isn't great, but my ears work perfectly. Thankfully, the fonts are at least readable. 3. Disorienting Open-World Battles: Battles take place directly in the open world, but the game still "teleports" your character to a slightly shifted location. Because characters move a lot during combat, you often end up far from where you started. The game doesn't put you back in your exact original location or facing your original direction afterward. If you were eyeing a specific chest before a fight, expect to lose your bearings. 4. Baffling Combat Glitches: You can attack from the front or back row, using the D-pad to change your skills. Enemies need to be broken by these row-specific skills before you can use items and friend actions. However, some battles simply refuse to let you enter the back row, despite explicitly requiring ranged attacks to stun the enemies. This happened to me at least 100 times. 5. Aggressive Cutscene Teleportation: Cutscenes regularly trigger just by walking into a certain area, which frequently teleports you to a totally different spot once the scene ends (usually when your research team creates a new camp). If you were meters away from unlocking a waypoint or grabbing a chest, the game completely disrupts your progress and forces tedious backtracking. 6. Particle Spawn Bug: Particles are critical for upgrading synthesis recipes, but there's a nasty bug where mana geysers and crystal spawns gradually stop appearing after lots of fast travel and long play sessions. They work fine after loading a fresh save, but eventually dry up. The workaround is quitting to the title screen to force a refresh - something I had to do repeatedly. This made progression feel much more grindy and inconsistent than it should have been. (In case you're wondering about farming particles, in the Ligneus region, repeatedly fast-travel to-and-from Margo's Blessing and Sun-Dappled Hill to farm mana geysors. You should get 2-4 mana geysors per rotation). 7. Tedious Open-World Puzzles: The world activities become grating after a while. Picking up heavy blocks and watching Yumia walk at a snail's pace for minutes just to place it on a platform gets old fast. Repairing chests, unlocking doors, and squinting to find tiny environment objects to shoot feels tedious. It tries to capture a Breath of the Wild vibe but lacks the polish, creativity, and variety. 8. Performance & Freezing: The game can lock up entirely. It happened once in 55 hours and a second time in 70 hours, so it's rare, but it required a full computer restart because the window refused to close (even though Windows itself was fine). Thankfully, the auto-saves are very generous. 9. Misc Bugs: There was also a bug where I couldn't open a locked door because the cursor for the music notes got stuck in the middle - this happened in the final area of the game. Also, I had to reload my save during 2 quests where the requirement was to repair something. The "(Y) Repair" context-sensitive prompt would not show up. There are a lot of bugs in this game if I am being honest. 10. Clunky Quest Integration: While the building mechanics are fine, the Regular and Pioneering Quests tied to them are awful. The game constantly demands you boost base comfort to arbitrary numbers (like 600) for zero mechanical benefit, when you'd much rather build Greenhouses, Duplication Factories, and Warehouses. Worse yet, if a quest asks you to build a specific structure and you already have one, it won't count. You have to tear your existing base down and rebuild it from scratch. Many quests have you build structures or objects, and as far as I can tell, there is no way to build an object/structure without placing your existing copies first. The entire building system is pretty unpolished in this regard - I always felt forced to engage with it when I wanted to ignore it. 11. Poor mechanic explanations: I didn't even realize Precision Counters and Friend Actions were in the game until 20+ hours into my playthrough. If you don't actually invest in these skills, the game will never let you know they exist. Taking advantage of stuns with Friend Actions and Elemental-based tools is basically the entire way to engage with combat, and yet it is 100% hidden. Also, the explanations for cooking and camping were quite poor too. 12. Alchemy is not balanced around the game properly: The game really isn't balanced around how strong your weapons, items and accessories become in this game. With 3700-4000 attack, which characters can easily obtain by the endgame, fights end in 0.1 seconds, and the only reason the final boss takes more than 10 seconds is due to the forced cutscenes and multiple phases. It completely removes the need for using items, elemental weaknesses, friend actions and precise counters. No fight in the game lasts longer than 1 second. [h2]In Conclusion[/h2] Atelier Yumia doesn't match the quality of Breath of the Wild or Xenoblade Chronicles 2/3—games that no doubt had significantly longer dev cycles. However, it's still a decent experience thanks to its charming characters and unique crafting focus. Ultimately, it feels like a step down from the Ryza series. If you just want a comfortable JRPG to hold you over until Xenoblade Chronicles: Genesis comes out, this is a solid 7 out of 10. Just don't expect a masterpiece.
Personally liked the battle system and the storyline
Un véritable open world slop kikoomanga digne de la PS3 tout ce qu'il y a de plus banal dans lequel Yumia est le seul personnage avec un tant soi peu d'intérêt. Et comme toute les fumisteries du genre, une fois qu'on est pris dans la boucle, ça devient de la drogue, l'alchimie étant complètement cassée la montée en puissance est démentielle du coup j'ai adoré ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧
这个,我的缸呢? 而且也太无脑了吧…… 还有完全可以不加的建造 整个游戏只有优米雅这个有点也是神奇的 但你问我pay不pay卡莉娅? pay啊,有优米雅当然pay了 但你让我推荐A26 那你不如回去玩莱莎3吧,至少好玩
优米雅挺好看的,冲着人设来的可以买。
ジャンルが間違っている。正しくは、ハイスピードアクション探索RPGくらいだと思う。 アトリエはユミアで完全分岐しているので、最新のターン性をプレイしたければ、紅白を買いましょう。 路線変更ではなく、ちゃんとターン性も残すあたりKOEIのユーザー愛を感じる。 戦闘のイメージはミカサアッカーマン。斬る、斬る、斬る、避ける、斬りまくる!みたいな感じ。 Expedition33のマエルにも似たモーション。 つまり、可愛いユミアが戦闘に入ると急に高機動連続攻撃型殺戮兵器みたいな動きになる。 実際、敵の攻撃範囲をユミアが察知(何か来る と言うセリフが入る)して、UIにその情報が表示されユーザーに伝わるので、アッカーマン戦闘疑似体験ゲームみたいになっている。 位置取りは普通にLスティック移動だが、ジァストガード、ジャストカウンター、距離を取る、距離を詰めるをボタン操作でやってくれるので、距離を詰めて攻撃、攻撃範囲を回避、攻撃、距離を取る、みたいな操作をコマンドで気持ちよく決められる。 システムはニーアオートマタの進化系という感じ。ニーアオートマタが連打と回避と位置取りだけだったのに対して、パリィ、カウンター、退く、突っ込むといった行動を、縦回転(バク宙、側転)などで行うので、気持ちの良い戦闘になっている。特に距離については、スティック操作では実現できない速度感があるので革新的。 ※ただし、距離は短距離、長射程の2種類のみ。距離に自由度は無い。 グラフィックも世界市場のAAA級。ここまで背景の美麗写実性と可愛い高精度ポリゴンが同居しているゲームは他に存在しないと思う。 要求スペックには注意。VRAM8GでLOW設定でも4Kプレイできない。2Kがやっと。グラフィックがめちゃくちゃ凄いことが、数字からも分かると思う。 恐らく、賛否両論でレビュー数そのものが少ないのは、「ゲームとしては凄いんだけど、これはアトリエじゃない」と言う理由で評価対象外になりやすいのと、そもそも、アクションゲーム好きが、このゲームの存在に気づいていないことの結果だと思う。問題があるとすれば、中途半端に既存ユーザーに配慮して戦闘難易度が低い事なのかな?と予測。 初見NORMALだと死にまくるFF7Rと比較すると、初見ハードでも全く死ぬ気配の無いユミアは強すぎる。アクションゲーム好きは敢えて装備強化せずに、ヒリつく難易度を意図的にキープするのが良いのかも。 まぁ、圧倒的優位の中で戦うのもアッカーマンらしくていいけど。 あと、当たり前だけどユミアがめちゃくちゃ可愛いな。 最近のKOEI TECMOは日本版UBIみたいになってきた。 最近3カ月くらいVenusVacationから入ってSteamとDMM合計500時間くらいやったけど、ユミアはVV以上の衝撃。まだ1時間しかプレイしてないけど、こっちがメインになるね。 【5時間程度遊んで追記】 ◆難易度 レベルが上がるのが速い印象。確か開始時はHARDが上限だったと思う。 一応確認したところ、最初の戦闘が完了したところで「高難易度解放」の表示が出るので、最初にHARDから始めた場合でも難易度を設定を開きいじらない人もいると思う。つまり、クリアまでHARDのまま行ってしまう人もいるかも。そして、VERY HARD以上はやりこみ要素と誤解されてる可能性が高い。 今は灯台クエスト前。レベル27、調合は自発的に行っていない状態で、難易度VERY HARDでプニを苦労して倒せるくらい。Charismaだとプニ相手に全滅する。まだ上にはLegendがある。今の進行度では、テンポ的にHARDが丁度良い状況。 つまり、難易度設定自体がぬるすぎるというわけでもないかな。 恐らく、前提認識が合っておらず、アトリエと言う名前を冠している以上、調合で解決する動きになりやすいが、実際にはアクション要素を先行して覚えて解決しないと楽しみは半減する。起きている現象は、プレイヤーが調合重視の力技で解決してしまって、戦闘の輪郭がぽやけているのかなと思う。 味方が真っ先に死んでしまわないくらいの難易度が丁度いいと思う。 運用としては、戦闘に慣れるたびに難易度を上げていき、天井感が出たときに、調合でブレイクスルーし、また難易度を上げるみたいな適所選択が最良。 ◆TPS性 鉱石や木材などは基本銃弾で打ち抜いてしまえば素材が手に入る(銃弾の材料の鉄鉱石が含まれる)ので、実質銃弾無制限のTPSだったりする。敵を何度が撃つとフィールド上で動けなくなるため、クエスト上の戦闘以外はTPSのように視認⇒無力化⇒前進⇒視認のループでエンカウントせずにテンポよく前進することもできる。 つまり、この場合、TPSで進行、不意打ちや数で圧倒された場合にエンカウントみたいな形になる。 ◆グラフィック システム要件は、最低:720p、推奨:1080pの前提がある。 つまり、あれ?推奨を余裕で超えてるのに4Kでできない?⇒前提的に当たり前 という事になる。 自分もそうだが、ある程度グラボに余裕がある場合、システム要件をあまり読まないので、事故ってる例があるのでしょう。 ただ、正直2Kで充分。次作のためにワンランク上のグラボに換装しても良いかなと思ってる。 ◆調査団 KOEIは進撃のアクションゲーム作ってるし、関係は良好なのか?と想像する程、進撃の調査兵団とかぶる。 実際、私がユミアをミカサと重ねるのも特徴が一致している要素が多いから。 進撃好きにはぜひプレイしていただきたい作品。 楽しみ方を知っていると、かなり評価がガラッと変わる作品と思う。 しかも、カリアが控えてる。
ユミアDXが出るんでしょう?ねぇ!
1. バランス調整を投げるな 2. モデルが雑 3. 作りこみが甘い 4. 中華ゲーに完全敗北 いい ・マップが広く、探索し甲斐がある ・戦闘終了後にちょっとした演出が入るのがプレイヤー層をわかってる ダメ ・(おそらく本当は)戦闘3探索7くらいのゲームだと思われるが、レベル補正が強すぎて採取無視してひたすら戦い続けることで馬鹿みたいにレベルが上がってすぐに最強になれてしまう。 ・キャラのモデルがとにかく雑。ガビガビで泥人形が動いてるみたいで正直厳しい。 ・探索要素もどこに行ってもやることが変わらず…。探索を進めることで素材のほかに世界観がわかるようなギミックがあればよいのに、そういうのもないため作業感が出てくる。 ・戦闘ギミックが複雑すぎ。リアルタイムバトルなのに連携出すための操作が2回必要(しかもそのうち1回目は自分の攻撃モーションが終わるまで入力受付しない) ・ハウジングの操作性が悪い。NTEの操作性が10倍くらいましに思えるレベル。 総評 はっきり言って、中華系OWゲーム(原神、鳴潮、アークナイツエンドフィールド(以下AKEF)、NTE…)と比較して作りが全体的に雑。 このゲームの戦闘ギミックで本当にやりたかったことは全てAKEFが完璧に達成していると思います。味方が避けもせずぼこぼこに殴られて即死したり、連携で2アクション必要だったり、キャラチェン追撃にも2アクション必要…。誰がまともにやるんですかこれ。 フィールド探索にしても、設定の都合上途中でNPCもいないためひたすら採取と遺跡ギミックをこなしていくだけの作業でしかない。 そしてとどめのガビガビグラフィック…。カメラワークもひどく、ちょっとした段差(目視できない)をキャラが乗り越えるたびにカメラが揺れまくりで簡単に酔えます。 自分は6千円足らずの割引価格で購入しましたが、上記があまりにも目につきすぎて放置気味です。最後まで遊べるか怪しい。そもそもSteam全体のアチーブで過半数のプレイヤーが序盤のマップ踏破できてないんですよこのゲーム。これで15000円ってどう考えればこの値段になるんですか?
This is garbage. It's a ubisoft map checklist simulator on steroids. Question marks and poi's littered all over the map that you just move to one by one while picking up the literally hundreds of ingredients littered all around you, to craft weapons and armour that you will never need cos the combat is so braindead easy. Everything is padded to hell and back. Wanna open this chest? gotta craft a lumber repair kit. This one? a metal repair kit. This one? a liquid repair kit. So you have to go into the menu and craft these kits to open a chest that literally 99% of the time has stuff in it that is laying around your feet all over the map. Wanna repair this zip line? gotta do this pattern puzzle over and over and over again. The same puzzle you have to do for the myriad of shrines all over the map again and again. Oh and a lot of the chests that don't need to be repaired have a lockpick puzzle that you will just keep doing over and over adfinitum. It's just a never ending cycle of busywork that serves no purpose other than to waste your time. It literally feels like a game made with ai. The crafting is ridiculous. Theres a multitude of mechanics involved to get the best result that are never explained well enough so you end up just pressing auto add ingredients and hoping for the best. And you don't even need to bother cos everything dies in 3 seconds anyway. The breaking point for me was when i got the recipe to craft bullets that can destroy these orange walls around the map blocking access to treasure chests. You have to 100% the first maps pioneering objectives to get it so it takes a good while. Finally got it so went back to all the places with my new bullets to open these chests that must have something decent in them for all that effort right? Nope, every single one contained the same stuff that was in all the other chests i'd already opened and i already had hundreds of. That was when i asked myself wtf i was doin and gave up on this garbage. The characters are all likeable and the story was decent enough. Shame they were smothered by the absolutely awful mechanics. If you asked an ai to make an open world game with crafting and map objectives i imagine this is what it would come up with. Yeah. i hate this game
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