
"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 → 0.29/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
劇情見仁見智 但我喜歡 後期的開點會開到有煩躁感 總體來說並沒有很喜歡
刚主线通关,支线实在打不动了。 地图又大又空,探索收益太低,地图解密枯燥重复,导致越往后打越累。 支线任务一样,收益太低,尤其是每个地区的探索任务过于繁琐,但前几个地区的又必须要做以拿到重要的探索道具。 炼金极其无聊,完全看素材的等级,几乎没有相互的依赖关系,导致大部分道具不想炼金。 说到素材,大部分素材到处都是,少数关键素材反而不知道在哪里。 再就是要炼出高等级的道具都要靠刷语音碎片,过程也是太重复无聊,只能给几个关键点的道具刷到10级。 剧情也是, 感觉不出任何重要性的队友还有一堆磨磨唧唧的故事,整体故事基调强行煽情,最后的boss基本是被秒杀的,非要展示一下这个全程基本就没用过、无聊的爆发系统打决战。 更不提各种小的动画严重拖慢操作的连续性之类的。 总之,好的地方我几乎想不到,烂的地方到处都是。 炼金虽然只玩过近年来的几部,但是这部实在是太烂了,暗耻还是考虑考虑苏菲3吧。
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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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
这作炼金工房除了优米雅的很优秀外,其他方面很一般甚至可以说很差,尤其是最后一张地图如果主线推进过快会导致开拓任务无法触发的恶行BUG。想打全成就,记得在最后一章拉库纳多存几个档,先推进开拓课题再做主线。如果和我一样主线推完,发现修理工具(液体)、玛娜扩散器、铁砧和结晶花没有解锁,那不是你没有探索全,是你触发BUG了。如果有存档,回档先触发任务;如果没有存档,可以试着按照以下步骤尝试([b] 该方法的原发现者是xhh的Askano,可以去点点赞, [/b]我只是搬运,方便和我一样找半天的玩家): [spoiler] 1.确保自己拉库纳(最后一张图)的开拓任务只差配置:玛娜扩散器、结晶花和铁砧。在图内任意一个健装区域,选择:建装-目录-自由建造-圆木屋A,该建筑自带铁砧;建造完成后,开拓进度到了94%,这时你会发现任务神奇的出现了,在席巴修(二图)据点,可以根据提示继续后续;[/spoiler] [spoiler] 2.任务推进到利希特的疑点,过完剧情会发现无法交互,保存-返回标题-继续游戏,就可以交互了。(我只遇到了无法交互,有些可能遇到无后续任务提示等情况,可以试试手动触发(看视频或者攻略,知道具体的触发点,然后走过去触发)。 [/spoiler] 真的是越玩越生气,只想说没有金刚钻,不要揽这个瓷器活。地图设计差,故事尴尬,支线无聊重复,连核心的炼金也简化到约等于没有,再加上BUG,真的一点想夸的欲望都没有。
整个剧情围绕着记忆展开,不断寻找以前人们留下的记忆来知晓过去发生的事情。 1.优米雅好看 2.游戏优化屌差 3.炼金感觉没有苏菲有趣,虽然自动炼金省事 4.战斗全靠队友,憋到后期有了全能化神打谁都是秒秒秒 5.建装系统有点意思但不多,难操作 6.地图上兴趣点贼多但是大部分没啥用 7.摩托获取时间太晚,操作也不舒服
,,
炼金机制真的没意思啊,就算是莱莎入坑也受不了这个炼金系统吧,没有特性叠叠乐,没有炼出完美素材的爽感,复制居然还要探索拿到的资源才行,每当我想集中炼制新东西,总会被这个打断节奏
역대 아틀리에 중 제일 슬픈 작품. 굉장히, 굉장히 하자가 많은 게임인거같긴 한데 또 괜찮고 재밌게 잘 만든것 같음. 먼저 오픈월드에 관해서 얘기해보자면 처음엔 유비식이긴 해도 돌아다니고 뭐 열고 뒤지고 하는게 재밌어서 좋게 생각했는데, 이걸 40시간동안 반복하니까 좀 지치는 감이 없지 않아 있음. 컨텐츠가 고봉밥이긴 함 할게 엄청 많은데 반복적인 느낌. 조사율100퍼찍고 맵 켜보면 옛날에 어크 유니티같이 맵에 아이콘이 빼곡하다. 추가적으로 아무래도 스토리도 중반이 좀 지루하다 보니 오픈월드가 질리는 부분이랑 맞물려서 그 부분이 좀 고비였었음. 두번째로 연출은 그냥 괜찮았던듯. 소피2때까지만 핻 베데스다게임 마냥 목각인형같다고 느낀적이 가끔 있었는데 표정도 그렇고 되게 자연스러워짐. 그런데 스토리는 그닥? 스토리가 뭘 말하는진 알겠고 스토리는 좋은데 그걸 전달하는 방식이 좀 아쉽다. 타 오픈월드 게임같은 경우에는 스토리가 크게 중요치 않거나, 스토리나 세계관을 자연스레 녹여내거나, 아니면 그냥 일방향 진행으로 나몰라라 만드는 경우가 있는데, 유미아의 아틀리에는 세번째 경우임 나몰라라하고 그냥 만듬 오픈월드고 뭐고. 근데, 오픈월드 컨텐츠가 엄청 고봉밥이라서 그거 하느라 스토리는 뒷전이 되어버림. 근데 세계 탐험하면서 세계에 관해, 아니면 캐릭터에 관해 뭘 좀 더 알게 된다거나 그런건 없고 그냥 맵에 물음표 지우면서 돌아다니는게 됨. 그래도 마지막 보스전 연출이 씹덕들 뽕차게 잘 만들어서 괜찮게 생각해준다. 마지막으로 연금술. 이 부분은 어떤 사람을 데려와도 욕을 할 것 같다. 여태 아틀리에 시리즈중 아틀리에가 가장 필요없는(?) 시리즈인듯. 소피2만 해도 자동 연금하면 손해보는 부분도 크고 해서 직접 연금 가마 앞에서 요래조래해가며 연금해가는 스타일이었는데, 이걸 너무 간단화시켜서 자동연금으로 해도 뭐 딱히 손해 안보고 오히려 그렇게 만들어도 보스들 녹아내림. 이거 관련해서 시스템이 좀 복잡함. 솔직히 연금술 시스템도 이해하는데 좀 오래 걸렸고, 게임 전체적으로도 전투 시스템도 완벽히 이해하는데 좀 걸리듯. 뭔 제노블레이드도 아니고 전투가 생각보다 이상함. 어쨌든 종합적으로 보면 명작은 아니고 그냥 평작 정도 되는 것 같다. 뭐 닌텐도 스쿠에니 이런데서 만들었으면 당연히 엄지 내리는데 거스트잖아~ 얘네들이 이정도 했으면 잘 만든거지 뭐. 스토리에서 역대 아틀리에랑 다르게 좀 슬프고 어둡게 변주를 준 부분도 좋게 봄. 그러나 입문은 소피2로 하시고 소피2가 잘맞는다 싶으면 라이자 하세요. 그래도 아틀리에가 하고 싶다? 그때 유미아 잡으면 됨.
画面好粗糙。但是最主要的是炼金方面,简略到随机投料就能全满的程度了。
ระบบโดยรวม เข้าใจง่ายไม่ได้ยากมาก เล่นได้เพลินๆ เหมาะสำหรับคนที่ไม่ค่อยจับเกมซีรีนี้มาก่อนเลย แต่สำหรับคนที่เล่นเกมปรุงยามาตั้งแต่ iris แบบผม สำหรับผมแล้วให้อยู่ที่ 7/10
wow
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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| $156.4K | 1.1K | 89% | $5.99 |
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