
"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 →
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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
炼金工坊是中了什么系列第一部必出烂作的诅咒吗,我以为莱莎1已经很烂了,没想到这部更是烂的没边
感觉被人设骗了。 序章过后直接被放生,引导少得可怜,3050开标准画质建模粗糙的情况下都一卡一卡的。 调和居然不是搅大缸而是跳舞了。优米雅又大又好令人目不转睛,但搅大缸是祖宗之法不可变。 25年的游戏画面甚至不如20年的O神,跟鸣潮完全没法比,暗耻仅剩IP和人设吊着一口气。即使暗耻技术力如此费拉不堪,也知道做出跳过剧情的功能允许玩家跳过人生。点赞 优米雅的碎碎念是我认为把人物做活的关键。这一点上述两个游戏都感觉不到。她是真切生活着的纯真少女,不是我们一眼看去齁爆了的未亡人,更不是只能在主线剧情里活跃几个小时流水线产品。 纵使游戏体验如赤石,石还会继续吃下去
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เล่นเกมในซีรี่ส์นี้เป็นครั้งแรก ส่วนตัวชอบระบบการต่อสู้ เพลงประกอบ ส่วนเนื้อเรื่องก็ค่อยๆอ่านไปเรื่อยๆไม่รีบก็สนุกดีครับ
그냥저냥 할만한 RPG 느낌. 전투, 하우징, 연금술, 맵 탐방, 스토리 전부 다 고만고만했음. 좋게 말하면 무난하고, 쉽고, 진입장벽이 낮음. 나쁘게 말하면 큰 특색이 없음. 그런데 수영복 DLC를 사면 게임이 쾌적해짐. 반박 안 받음. 아무튼 내 말이 맞음.
游戏想在剧情上做改变,结果没有原本日常的体验,还弄出个四不像剧情和最废物的主角,没看过哪个炼金工房主角游戏都过半了还在纠结自己使用的炼金术到底是好的还是坏的
这算是我玩的炼金工房第二作,前面只玩过苏菲2。 有一说一,我觉得还挺好玩的,而且炼金工房我觉得很适合开放世界,因为要摸材料,在开放世界到处逛街摸比在关卡里其实好很多。简化炼金对我来说也可以接受。 但是这个战斗系统其实还挺怪的,相比纯回合制,指令战斗多了操作性肯定是更适合现代玩家的,做了很多机制但是感觉大部分时候都是数值碾压(指摸材料做一套顶级装备),我希望战斗更好玩一点所以每次觉得难度低就升难度,还没通关就已经到最后一档了(我本人是个重度动作游戏玩家,所以主操角色基本都很难掉血,这个闪避太无敌了,甚至能一直无脑闪)。 炼金工房的角色真的很讨喜啊。角色还是有些差异性的,有些角色就很适合AI打辅助,比如艾拉技能能无限续破防,ai设置为远程、技能优先,只要怪被打破防,艾拉就会一直续破防,你就操作别的角色灌伤害就完了。
Despite liking the demo when it dropped on steam and having done two playthroughs of the game once I made the purchase, out of all the recent releases of this franchise I cannot recommend Yumia if you like the more open world aspects of this side of the franchise (Mysterious, Secret and their new Memories series) Even though I played mostly from the Mysterious and Secret series, this has been the first game where I encounter bugs regularly (icons disappearing in the encyclopedia, merchants occasionally disappearing regardless if they were unlockable or not, mana invested zones that I've already purified reset as if i didn't unless i reset the game) are not game breaking, but are an issue for something that should be ironed out. Although traversal has been improved with verticality and giving the game a more diverse experience for exploration, the new vehicle feels clunky to use and found myself not having the need to use it for the lack of speed and how it feels cumbersome to drive in most of the open areas. Any other "issues" I would have are personal nitpicks at this point and are more geared to personal taste, and even though there are some design choices that are interesting to keep the game fresh (less of a slice of life story and more of a pioneering adventure as its focus) the lack of other design choices do bring the game down in terms of story and character (even in the first Ryza game, the theme of discrimination against alchemy felt that it was handled better as there was more conflict with the villagers growing more suspicious of Ryza's alchemy that it escalated unlike in Yumia we only see one one or two instances in the beginning where Yumia is meeting resistance with her co-workers but for the rest of the game there isn't any more conflict between the characters, especially with the Welleks I expected that the team was going to be found out and have some kind of conflict but no-one figures out anything Yumia made was with alchemy despite the taboo they had) Additionally, in previous games for example did have more distinct npcs where they had their own cutscenes to interact with, making you better remember them more easily with their own quests, but because of the lack of that, the quest givers outside the main questlines (not the repeatable quests) are so unmemorable and everyone nearly looks the same that I skipped through their dialogue because it was so bland and impersonal. One thing I did not like at all was the combat (despite the free movement positioning which made the combat fresh) they really don't tell you half of the mechanics engrained into it and during my first playthrough I forgot about the special attacks and did not realize that I could block and use recovery items despite it being on the screen as I only paid attention to the cooldowns on my attack buttons (my eyes glazed over those areas everytime, its dumb, I know) and everyone attacks with the same animations when doing friend actions (was disappointed that friend actions were only applied to attacks depending on items, not anything like special attacks or combos which could add another flare to combat) and button mashing was not fun, yes you can do elemental damage with items once an enemy is stunned, but you still button mash until you do your ultimate finisher) Another issue I had was with Synthesis, as it appears to hold more importance on how showy it is rather than the consideration of managing ingrediants, as you can just use anything other than the base material when starting to synthesis an item, taking away any need to gather any type of material past the first time just to unlock the recipe. But my biggest pet peeve is that you don't have achievements for filling out your material, item/equipment and monster encyclopedia, it's literally a pioneering story game where you are documenting a fallen nation and the territories within it, how do you not have achievements that goes parallel with the story other than unlocking all the icons on the map? I can only recommend this game if you already played through other Atelier games in the francize and you're looking for another Atelier fix, just know that you will be bored of some story and character content outside of the main storylines and combat is very repetative.
难度有点低了,整体玩下来还是很流畅的。子弹配方和道具复制放在开拓任务里是有点烦的,但是难度不高也能接受
荒野原生65你原生60帧,还不支持dlss,你比荒野都nb
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Steam followers (game-group members) tracked daily from when we started recording.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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