
"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 → 0.25/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 841 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is just mediocre. Personally, I felt like I just barely got the return on the time invested, and if I could go back in time knowing how it went to decide again, I would probably choose against playing it, hence the negative rating. Now, while I am giving a "Not recommended", I will admit that this is not a bad game per se. It is very easy to play and visually very pleasing. If all you want is a pretty, easy game to play without thinking too hard, this fits the bill nicely. Personally though, outside of the nice visuals, I did not feel like there was anything worthwhile. There are many reviewers who are complaining alchemy was streamlined too much, and while my only frame of reference is Ryza 1, I would agree that it is basically braindead busywork now. At the same time, I feel that overarching steps, at least as far as my experience went with both Ryza 1 and this game were more-or-less the same - ignore alchemy completely at the start because it is basically a waste of time, get good materials, get material duplication, unlock max quality synthesis, make max-tier equipment that is ridiculously busted with a handful of max-tier materials, never touch alchemy again. So, really, it was not that big of a deal. What was a big deal, however, is the story. It is just... Depressing, really. Not in a sense that they tug at the heartstrings effectively, but in a sense that is just so uninspired. Maybe I was not the target audience, but coming out of it, the most interesting characters to me were 3 of the 4 antagonists with one of them being my favourite character in the whole game overall, and the one antagonist I did not like is the one that the story wants the player to sympathize with. The whole story is basically that they try to portray the "bad" side of alchemy that they want the player to hate, that the protagonists outright refuse, while kinda not going over the "why", and so I just ended up sitting there and going "damn, this ♥♥♥♥ is so damn cool, shame I can not actually do something like this". Outside of these, everything else was either forgettable or just plain boring. Fighting is action-style button masher, and while it is possible to employ _some_ strategy in it, there really is no reason to as it is just easy. By the time enemies start taking too long on trash equipment it is possible to make endgame-tier equipment that oneshots basically everything. The final fight was also a complete joke, I am actually upset with it because in my head there was just no way the protagonist should have even won, but alas, the story was determined to prove him wrong. Final boss was a joke with health pool that was more inflated than Venezuela's economy circa 2018. What's more, instead of the victory being a triumph of modern alchemy vs one stuck in the past, a symbol of both player's achievement and a fitting culmination for the story, the story instead goes for a completely unnecessary character death that is supposed to be tragic, which then puts protagonist into "hyper-mode" that could just barely match the items I had made like 1/3rd of the way into the game. I also feel like touching upon building, as at least to me that was a significant draw. Sorry to report, but it is also very uninspiring. For one, all builds must be done from 3rd person like the store page demonstrates. It looks nice on video, but in practice it is inconvenient, and the game has this weird habit of placing things inside walls. The building system is also largely pointless as there kinda is no reason to make these bases. Maybe first few times this is interesting, but there are like ~20 available plots, so it just feels overused. The story also has this annoying penchant of wanting you to build this and that type of building in certain lots, whatever you built there be damned (at least it is possible to more-or-less save the builds and restore them after getting the checkmark). To summarize, this is not a bad game per se, but I feel like it does not have anything going for it outside of visuals. At least to me, even if I ignore the cost, the time spent playing it just barely felt worthwhile. It might just be worthwhile to get on a sale if you want a simple-but-pretty game to play, and that's about as good of a recommendation I can give it.
Media

Related
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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 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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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 842 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
アトリエは毎作予約して購入してきましたが、次回作から様子見しようと思うくらいの出来です。不思議シリーズが10点だとすると3点くらい。 不具合が多いのとシナリオ的に進める意欲が起きずにプレイを保留しており、最低限不具合が改善されたら再開しようと思いましたがその間にセールが来てしまっていました。 不具合について ・調合中、ファストトラベル後などとにかく頻繁にゲームが落ちる。まだクリアしてませんが10回以上落ちています。 ・決定ボタンの入れ替えに不具合がある(ゲームを再起動すると設定が戻ってしまう) ・たまに地形の裏側に入ったりスタックしてしまう(ファストトラベルで抜ければいいので重要度は低) 一部は問い合わせて開発側も認識しているそうですが、まだ改善されていません。 シナリオについて ・主人公は依頼を受けて調査をしているはずなのに、主要キャラ以外の味方サイドほぼ全員から誹謗中傷を受けながら進めることになり序盤から心を折ってきます。 禁忌だかなんだか知らないけど正直協力したくないし顔ぶん殴って帰りたいです。こんなに一般人と会話したくないRPGは初めてかもしれません。 ダークファンタジーならそういうのもありかもしれませんが、アトリエにそんなのは求めていません。 システムについて ・調合システムについて。今までと比べて簡略化され過ぎている気がします。今回は素材の縛りがほとんどないので、元から強い素材をひたすら施設で増やして一気に投入という感じになりました。というか強いものを作ろうとすると1回の調合で何十個も素材要求されるのでいちいち中間素材を作ってなんかいられません。単純だけど面倒くさくなったという印象です。 そして最低限の出来でいいなら素材1個入れればいいので葉っぱ一個から武器ができたりします(それなんて錬金術…?まあ錬金術だけど…) ・お気に入りの用途が謎。ロックみたいなものかと思ったら普通に素材として使えてしまうし、じゃあよく使う素材に使うのかというと、複製に選択できなくなってしまう。 ・探索ポーチの使い勝手が悪い。拠点に戻ったら自動補充くらいしてほしい。 ・戦闘中のボタンカスタマイズをさせてほしい。一度アップデートがはいってフィールドのボタン設定が戦闘に反映されなくなったのですが、それにより戦闘中のボタン設定する手段がなくなってしまいました。 探索について ・謎解きが簡単すぎるし似たようなものばかりで、ただ面倒なだけに思えてしまう。 ・宝箱の中身がゴミばっかり。この辺はライザ3でもそうだったのであまり期待はしてませんでしたが。 ・キャンプできる場所が少なすぎるしそもそもファストトラベルで拠点へ帰れるのでキャンプの意義が不明。会話を見るために拠点の近くでキャンプできる場所を探したりしてましたが、流石にこういう想定ではないですよね? よかった点 ・アトリエではおなじみの、とにかく強い道具や装備を作って一気に強くなって敵を圧倒する感じ。ベリーハードで始めて最初は敵が無茶苦茶強くて苦戦していましたが、道具を作りこんだら余裕になりました。この瞬間が一番楽しいです。 ・アクション要素強めの戦闘はわりと好み。 ・グラフィックはきれいだし景色も作りこまれています。
Finally to finished the backlog title, bought at full price back in March 2025. There were too many distractions last year that kept me from playing this series. Regarding the Atelier franchise, I had previously only played the Ryza trilogy on Nintendo Switch and became interested in Yumia after seeing its trailer, and with Atelier Karia set two years after Atelier Yumia releasing soon, I’m certainly looking forward to it. While the Ryza series only dabbled in semi-open-world elements, Atelier Yumia takes a massive leap forward by offering a truly open, interconnected world map with minimal loading screens. Moving slightly away from the series' classic turn-based roots, combat in Atelier Yumia shifts toward responsive, full real-time action. Yumia fights using a "gun-staff" that doubles as a rifle, allowing for incredible flexibility when instantly switching between melee and ranged attacks. The synthesis system the heart of the Atelier series has been overhauled to be more accessible while still leaving plenty of room for experiment. Atelier Yumia seems like a great fit for me personally, like the exploration style found in Xenoblade (a Nintendo Switch exclusive games), and Yumia offers a massive open world, far more expressive character visuals, and highly active combat 💯
游玩体验太差了,每隔五分钟就忍不住对着优米雅来一发。
クリアまでやりました。 色々な問題点があると思いますが、一番ヤバいと感じたのは、戦闘が簡単なので調合を頑張る必要がないということ。 ここだけ改善すればいくらでも面白くできたと思いました。 ストーリーは薄かったです。
I really wanted to love Atelier Yumia but I can't. They keep dumbing down the alchemy system with each new series and I can't fool myself into liking this anymore. The characters are probably the strongest part of Yumia but it still wasn't enough to save it.There was so much I wanted to love about Yumia from building my bases to exploring but every time I go to craft an item I'm just left sad and unfulfilled. This is no longer the complex alchemy crafting system I fell in love with.
There are many things to like about the game, but for me the prevailing feeling is disappointment. I'll start by summing up a few things that I genuinely think are very good. There is a very big jump in quality from the previous Atelier games. Almost everything is motion-captured and all animations look great as a result. Very convincing movement everywhere, which gives the game an almost un-GUST-like smooth playing experience. The graphics also look nice. The world that GUST has created looks more compelling and immersive than ever before. I'm also impressed with how the world is actually proper big and makes for fun open world exploration. But while the things mentioned above make the game feel smooth and high-quality, I don't actually find it fun to play. Compared to previous Atelier games, there's so little character building, so little world building and so little relationship exploring. Unlike previous Atelier games, the main cast aren't beautifully written characters with relatable emotions, they don't have wonderful personalities that resonate with eachother yet have their unique faults, we don't explore their growing friendship. Well, I'd be remiss to say there's no such content at all, but it's so much more shallow than in other entries. I also wholeheartedly agree with what everyone else says about the alchemy in the game: it's shallow and has very little relevance. All in all, while I do enjoy parts of the game, I'm having too little fun to keep picking up the controller. I hope future Atelier games return to detailed character and world building. That's what makes the series so loveable.
意義不明的收集要素,還沒買的不要把錢丟水溝,去P網看圖就好,或是把錢拿去吃點好的,不要來吃這坨大的 差低
I Acknowledge some people love this game and I'm not going to use the usual old time atelier fan argument of bad alchemy and combat to explain why I dislike this game. The main glaring issue that made me drop this game after 4 and a half hours is the lack of soul. Soul in games is extremely subjective it's a compilation of different mechanics and decisions that give you the feeling love and care was put into the product you're playing. When you play Yumia the UI is gray squares with a colored shadow when you select a button, if you go into different menus they're extremely clean so clean in fact that they look like UI in a modern website, far too corporate. The skill tree menu is a black screen with some particles and a line of gylphs in the back, it looks eerily similar to a lot of gacha game screens to show the upgrades you get when you roll the duplicate of a character. speaking of characters other than yumia the character designs are too safe, let me explain what i mean by that. Simple character designs aren't a bad thing but your design needs to showcase, at least a little bit, the personality of the character in question for example a blacksmith having a hammer at their hip or wearing an apron. a knight having combat gear on or protective armor. Music, why on earth is this game so lacking in proper music? One of my favorite things I love doing in JRPG games is taking in the soundtrack and seeing the music blend in with the world of the game. This might be a consequence of the swap to open world but other than battle themes the music seems to just be not there at all or solo piano that gets old fast. try to make me interested in talking to some random npc with no music in the background. the game has battle themes and they're not bad nothing particularly special but not bad at least Open world, It doesn't feel like this world was crafted it feels like the developers were following a checklist for making sure the player had enough padding to slog through in between main story cutscenes. puzzles in games are fine as long as there's variety and you feel like there's a proper reason to be solving them. In the little time i played this game i did the same puzzle like 6 separate times not to mention having to find shrines and run around to unlock them just to get new recipes. Overall it feels like Atelier Yumia is kinda just corporate slop meant to appeal to as many people as possible as opposed to a new game in a long running series of games KNOWN for having love and soul put into them. it's unfortunate cause i'm still coping that Atelier Karia will be good so I wanted to play yumia first to get the story but I just can't bring myself to play this game any longer or recommend it to anyone else feels like a waste of time.
ブラックフライデーで安くなったので買ってトロコンしたので色々アプデされた後の感想です。 良かった点 [h1] アイラちゃんがかわいい [/h1] 以上 本当に以上 それ以上がない 悪かった点 それ以外 特に気になった点を挙げると、 調合開始の画面がスキップされたとほかのレビューを見たけど、高速化で調合したら一定確率で強制終了します アイテムが強すぎて初期装備と拾った装備のみでもラスボスまでアイテムのみで勝てる 調合を全然しなくていい。錬金術のゲームなのに破綻してる 敵キャラの掘り下げが甘すぎる([spoiler] 特にヴェスペルとコルレオニスがアラディス復活に加担・心酔する要因となった裏ストーリーとか、兄妹との因縁も盛り上がりが一瞬だったしもっとネチネチしていいのになぁ…それに滅亡直前のバシリウスの行動とか、ほんの少し語って終わりってなんかなぁ…ていうかコルレオニス〇んだと思ってなかったよあのタイミングで。強者感漂わせておいてあっけなさすぎるでしょ [/spoiler]) 祈念の社とか宝箱イベントとかつまらなさすぎる、特に順番に押すやつのテンポ悪すぎてイライラしてた ハウジングの自由度が低すぎる、3階建ての広い家建てたら内装がほぼできないレベル、コスト拡張とかあってもハウジングエリアに効果無いので絶望した。調合の祭壇とかバリエーションに富んでいないため、個性出ないのも面白くない 残響集めがめんどくさい。同じエリア回るだけで簡単に集まるのにストーリー進めても錬金術のテンポ悪いのもアイテムゲーが加速した。品質999作るだけでいいのは錬金術とは???ってなる。 ほかにも上げればもっとあるけど一旦このくらいにします。 正直アトリエシリーズの作品の中では下から数えた方が早いレベルですね。 ストーリーもエンディング後に[spoiler] 万想器のデータ解析してそれをもとにフラミィまた作るとか思っていたら何にもなくて悲しくなったよ…しかもエンディングで机に置いてあった後画面切り替わってアトリエ出てみんなの下に合流ってなんだ???最初はフラミィを改良にはまだ未熟とか言っていたから伏線回収来たか?って思ってたんだけどなぁ…まぁそういうことですよ、はい。 [/spoiler] 取り敢えず次回作は多分やらないです。よっぽどシステム面が良くて評価が高いなら検討します。以上です。
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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