
"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 → 0.33/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% | 3.3Kreviews | 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
画面、性能、游戏性均无的垃圾。 真的懒得说了。 本来不想写评论的,打个差评免得新人入坑。 《忧米雅的原神工房》
[h1]賛否両論……はちょっとかわいそうな評価[/h1] アトリエらしさが無い、と言われてたんですが、むしろらしすぎたところが勿体なかったんじゃないかなぁと。というのをバトルバランスの項目で言及しています。 一応結論だけ言うと、探索が楽しめればそれでいいや、戦闘とかはどうでもいいやって人はちゃんと楽しめると思いますよ。 [h2]基本サイクルは真っ当[/h2] オープンワールド探索して →新しい素材見つけて →新しい調合できるようになって強くなって →また探索に行こう というサイクルはちゃんと楽しいです。 (ただコリジョンの設定はもう少し気を使ってほしかった……) [h2]キャラも悪くない[/h2] 各々どういう立ち位置なのかわかりやすいし、別に好き嫌い分かれるようなのもいないし、重めの設定に対して各々前向きに生きていこうって成長していく、素直なキャラだったと思います。 シナリオも別に悪くないんじゃないですかね?まぁ描写が淡泊というか、何を本筋と思って気持ちを盛り上げればいいのかな、というのがわかりにくくはなってしまっていたように思います。個人的にはSFが好きなので普通に好みでしたが。 [h2]自由度とバトルバランスがあってなかった[/h2] まぁ正直ここがだいたい悪いと思います。調合が極めてシンプルで、探索に時間をかけていい素材集めてレシピを強化できると、簡単に全てのボスを瞬殺できる強さが手に入ってしまいます。 設定からバトルの難易度を上げればいい感じにできるし、難易度を上げると報酬もかなり良くなるのでリターンはあるんですが、これを設定で調整させるのは悪手ですね……ちょうどいい設定とかわからないし、そもそも設定をいじる発想が無いというのもしょうがない話だと思う。 それに、ボス戦は歯ごたえある難易度にしたいけど、ザコ戦は欲しい素材がもらえればそれでいいから需要も満たせない。 オープンワールドとレベル制RPGの相性の悪さはよく言われますが、その相性の悪さをさらに極端にしてしまっていると言えます。 このせいで、戦闘も面白い要素があると思うんですが、全て消し飛んでしまってるんですよね。本当に勿体無い。 [h1]総評[/h1] レベル制RPGとオープンワールドの相性の悪さが勿体無い。 明らかにこれは良くなかったと思うけど、難易度調整でマシにできるという主張もできるので、せめて「やや好評」にならないものか……ちゃんと面白さを見つける方法はあるので。
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 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 2,419 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
一个出了二十多代的游戏连系列玩点是什么都没搞明白,过度简化自己最有意思的炼金系统变成纯纯清问号的空洞大世界真的让人失望
It's the only Atelier game that feels like a story & have character growth. But the only downside is that it's has some glitches here & there. Just wait for a sale. But 8 out of 10
開発がやりたかったことが、高い水準では何一つ実現できなかった作品。 この先のアトリエがゲームとしてのレベルアップを目指すのか、ファン向けキャラ萌えゲーとして開き直るのかの分岐点なのかも。
( full review with screenshots: https://www.gaming-parrot.com/post/atelier-yumia-review-cutting-corners ) This is a neutral review, but I went with recommend because there are plenty of negative reviews already. The most important thing to say about Atelier Yumia is that if you're not already familiar with these games, this is categorically not where you should start. Although each new trilogy in the franchise shakes things up in its own way, basically every other game has provided an exceptionally deep crafting system that drives everything else in the game: you explore to find resources to craft items that let you win harder fights and progress to new areas, which gives you new resources to start all over again. Yumia departs from this by focusing on a Ubisoft-esque open world and replacing its combat and crafting systems with what is effectively mindless button mashing. It eventually coalesces into something that is just about worthwhile, but new players should look to basically any other game in the franchise instead. Yumia's poor reviews from experienced players mostly come down to three things: the combat and crafting have been thoroughly dumbed down, the open world is dull, and the game is ugly. I'll come to each of these, but let's start with the combat and crafting. Previous Atelier games typically had crafting systems that were like little puzzle games thanks to limits on how many items you could mix in and requiring specific resources or traits to unlock the strongest effects. Yumia ditches all of that in favor of requiring at most one or two exact items in each recipe and mostly allowing you to put anything (or nothing) in each of three to four nodes per layer. There are little stars scattered around the recipe graph that grant increasing benefits if you can reach them, and better ingredients generally provide more coverage to reach stars, as well as boosting a resonance counter to get even more effects. There's probably a version of this idea that could work with tuning, but what we're giving basically amounts to sorting by resonance area and putting the best ingredient you're willing to spend in each slot. Ingredients do have passive bonuses that make them better to include in certain recipes, but there's no way to sort by these effects and filtering for them after each step is incredibly tedious, so most players won't bother. Worst of all, the puzzle elements are almost completely gone since unlocking the deeper layers of the recipe is controlled entirely by spending magic open world dust rather than by what you've put into the recipe. You can just about see what they were going for if you squint at the crafting system, but combat is just baffling. It's probably supposed to be an evolution of the rhythmic approach to Ryza's combat, but there's so much happening on screen at once and so little explanation of what any of your attacks do that you may as well just mash random buttons until you win. You're supposed to move between the inner and outer ranges and use dodges to evade enemy attacks, but in practice attacks either don't do enough damage to be worth dodging or the attack range covers the entire battlefield anyway, so realistically most battles are slapfights to see whose HP runs out first. Luckily, you level up faster in this game than in almost any other JRPG ever made and all problems can be solved with more stats, so while the battles are utterly mindless, they at least aren't overly frustrating. In the event you run into trouble, you either grind for 5 minutes to get 10 levels or you autocraft some high quality equipment that wipes the floor with all enemies. As for the open world, it's more of a mixed bag. There's no denying that most of the activities available are generic and unrewarding, but they do at least take place in some striking locales. I get the impression that an earlier iteration of Yumia may have had a more survival game bent because of the camp building system that lets you make bases for healing and crafting in each area of the map. There are a ton of customization and functional items to use in these camps, but there's also zero reason to actually use any of it because you can always just fast travel back to your main camp and then again to return to a tower or camp near where you were. The good news is that while the open world is tedious and unrewarding, you can completely ignore it unless you're desperate to chase trophies. Plenty of side quests make you interact with the open world systems, but none of them impact the main story, and focusing just on the main quests gives you something much closer to the flow of a typical Atelier game. I stopped worrying about open world activities completely near the end of Act 2 and enjoyed the game much more from then on. The final common complaint is that the game is ugly, which I think mostly comes from a combination of the fog effects in Act 1 and people playing on Deck or lower spec systems. Yumia certainly isn't going to win any awards for technical graphics, but later areas have some striking designs and impressive vistas. The first area is much more generic, however, and the fog effect just doesn't land. If you're on Deck or something that maxes out with similar settings, meanwhile, the game is just a blurry mess in every area. Although it hasn't gotten as much focus as the other changes, Yumia's story is arguably as much of a departure from previous Atelier games as anything else. Most games in this series don't have real villains so much as impending environmental or biological crises that the party needs to stop. Yumia has an enemy faction and recurring boss fights against them, by contrast, which both serves to provide extra character motivation and make it feel more like a typical JRPG. The story also returns to the darker tones of the Dusk trilogy (Ayesha/Escha & Logy/Shallie) in having a world in environmental crisis and a dimmer view of alchemy. This isn't gritty by any means, nor even as dark as recent Tales of games, but it's a big shift in tone from the happy atmosphere of the Ryza trilogy. The result is a decently entertaining story that's held back by a somewhat weak cast of characters.
先说优点,优米雅很可爱!优米雅很可爱!优米雅很可爱![strike] 重要的事情说三遍 [/strike] 本作对主角一行人的情感变化刻画的很好,最后决战前的回忆也是成功让我泪眼迷蒙了 [strike]让我差点就原谅了这个游戏 [/strike]。 但是除了剧情之外真的全是缺点 首先要骂的就是这个区域探索度,到底是谁想出来开放式地图一定要搭配问号的。我一打开大地图看到那些密密麻麻的问号还以为在玩刺客信条,更别说其中很大一部分都是为了逼玩家用射击系统在悬崖和大树上到处乱摆的水晶,解宝箱和地宫的那些镶的满墙都是的水晶还不够吗…… 然后是小游戏,整个游戏里塞满了无聊的转格子小游戏,我是来炼金的不是来转方块的,虽然技能表里给了简化小游戏的技能,但是gust你真的没有意识到这一作有多缺技能点吗。游戏前中期根本没有多余的技能点来点这一项,但是通关后我都已经把地图摸的七七八八了,点不点这个技能好像也无所谓了。 接下来说一下战斗系统,本作改为即时战斗,在游戏开局还是挺惊喜的,但是玩上几个小时就会发现这根本就是一个披着即时战斗皮的回合制战斗游戏。玩家和怪物之间的交互只有一个完美闪避之后换手打破防,怪物除了在原地摆pose就是在用各种闪光特效闪瞎我的眼睛,那还不如传统回合制战斗,最起码我不需要一直盯着满屏幕的白光红圈。 还有不得不说的优化问题,除了图1之外剩下的地图真的随时都有可能在转角出现一块巨大的反射强烈到仿佛用巨型广场灯对着我的眼睛照的水晶或者金属,说真的测试的时候制作组内没有人觉得眼睛很痛吗?然后掉帧卡顿和闪退之类的问题发生的没有频繁到很影响我游戏体验的程度 [spoiler] 起码没有以上几点严重 [/spoiler] 就不多说了。 最后也是最大的问题,这作根本就不炼金!!!这作的炼金难度可以说是草履虫来了都会搓999,只要把配方等级升满然后把包里最好的素材塞进去就行了,甚至中期就可以搓出能用到毕业的装备 [strike] 难道这是制作组为了给玩家留出清问号的时间精心设计的吗,gust,你好善良 [/strike] 。 p.s. [spoiler] 这作反派设计好评,谁不想在急头白脸地找问号的途中顺路去和福瑞反派贴贴一下呢 [/spoiler]
上帝啊我居然破玩這款遊戲還解了全成就,拜託製作組看一下那些詳細分析這款遊戲哪裡不好玩的,我只想說優米亞的動作與跑步還有騎車部分還算真的滿有趣的,但剩下的其他地方真的一言難盡,唉。
I bought this game after enjoying the demo. After progressing in the open world, the game has become unpleasant to play. The optimization of this game is quite poor. I've tried playing on Steam Deck and my PC and both run terribly at normal settings. I have held out on writing a review hoping that the developer will update the game with improved optimization, but its not happened. It's a shame that I played just too long to get a refund when I first bought it...
色々としょぼい グラがの世代か相当古い 一応言っておくがライザはやったうえで言ってる 進化どころか退化したんじゃないだろうか グラのオプションを全部最高にしてもヤバイ switchを言い訳にしてグラを手抜きするのやめて欲しい 探索時のモーションがひどい 二度見するレベルでヤバい 梯子をダッシュで登ってみよう コエテクが手間をかける気が無いことが伝わってくる 戦闘がやばい アクション?らしいがやる気も技術も無いなら従来通りのコマンドRPGにしてくれ どの辺にアクションにした良さがあるんだ? 面白さが全然わからん チュートリアルがわかりにくい いちいち細かい要素に批判を入れても仕方ないが チュートリアルが説明になってない クラッシュする 素材集めるゲームなのにクラッシュはやべーだろ 本当に許してくれ UIが酷い 流行りのペルソナ風UIに憧れた新人デザイナーが なんとなく雰囲気だけぱくって仕上げたデザイン デザインちゃんと勉強してない専門学校生が作ったのかな? 社内で品質チェックとかしなかったのかな? ダサくて使いづらいクソUI 出来ないなら普通に作れ 世に出す前に社内で誰か突っ込め 「ゲーム導入部で終盤のクライマックスシーンからスタート、その後階層として序盤が始まる」 というよくある導入部だけど これほんとにいる!? プレイヤー置いてけぼりじゃないの!? わくわく感とかあった!? 世に出す前に社内で誰か突っ込め ユミアのキャラデザが気になって買ったけど 評価が低い理由がわかった コエテクがときどきやる「人気IPを使って金を手間を惜しんだ小銭稼ぎ作品」 マジで新人に自由に作らしたのかな?と思う出来 インディーズの方がもうちょっとまともなの作るだろ 全くお勧めできない なんでライザより質が下がってるんだ!! 客をなめるな!!
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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