
"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% | 2.5Kreviews | 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 843 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
原来是三岛家私生女,怪不得战斗力这么高
滿喜歡這種玩法的,雖然給好評但下面要講缺點 有BUG…遇到兩個祈願神廟的中繼器開不起來,要不是這遊戲的探索進度只要「接觸」地標就好,不然被這BUG卡到探索進度會氣死 然後支線指引也不明確,最終BOSS前想把開拓任務解完卻發現有我沒拿到的東西,上網查別人有一樣問題才知道要回去前面地圖觸發劇情 此支線解一解又遇到BUG,再上網查才知道還要存檔重開 更不用說這條支線劇情也有點不知道在幹嘛 主線劇情描寫普普通通,只要把道具做得強一點,後面就不需要再做新的武器或道具,直接站著用道具隨便打就好 也因此導致打各種BOSS的時候,明明沒人能撐過我用道具站A半分鐘,劇情影片卻是主角群打得滿頭大汗,充滿了違和感無法投入劇情 只想對BOSS說「這就是我的煉金術!」
極度建議折扣再買
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 · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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 844 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
鲁格那个回忆以前的任务就那么一直黑着怎么处理?那个大佬给咱出个主意啊
シームレスでよかった
只玩第一章的話90分,角色好看劇情普通解謎新鮮,全成就就是找虐,除了開始的10個小時,剩下50小時都是複製貼上,第一章用自動調和做出來的裝備炸彈就能秒最後BOSS,完全沒有煉金的樂趣,劇情也沒有爆點轉折,2000元台幣來說不值得,如果能花500元買第一章就好
优点人设不错(蕾妮雅可爱捏~,剧情中规中矩 缺点太多,首先开放世界探索体验太差,一进游戏就是一大堆问号撒满整个地图,还有无时不在各种重复无聊小游戏,一个大地图分四个区域,每个区域基本都是换皮野怪就算了,升级炼金配方还要到处找不知道在何处的玛娜间隙泉拿余音断片,有时候找半天找不到一个,只能记一些固定刷的点来回刷,给我刷麻了。 其次炼金系统缺乏深度,前期可能还有些新鲜,中后期各种逆天高级素材随便塞都能满999品质和效果等级,关键是这次炼金系统做的也太简单无聊了吧,最搞人心态的是还有恶性bug,如果你开加速炼金的时候直接切换到另一个核心,大概率卡死崩溃直接重来。另外特性也太难刷了,只能硬刷野怪和开宝箱,产出率也太低了 最后战斗难度平衡问题,战斗难度曲线直接做崩掉了,very hard太过简单,CHARISMA与Legend难度就是纯粹的数值用脚填的,不过这代炼金道具流数值太过逆天,基本一套道具下来就秒了 不管怎么说还是冲着人设打完了,如果以后有续作,希望能好好打磨一下吧
要去問號地點要一直繞路,可不可以不要把地圖做得這麼複雜
戦闘が単調なのは目を瞑れる。 元々最近のアトリエは調合がある程度出揃い、ある程度強い武具を作れるようになるとだいたいゴリ押し祭りになるのは毎度のことだ。 アトリエシリーズは主に探索(世界観の表現、と言い換えてもいい)と調合(難しすぎない程度に頭を捻りたい)を目当てに購入しており、本作ではその両方が期待外れと言わざるを得なかった。 オープンを謳ってはいるが結局いつも通り(ライザ3を拡げたような)シナリオとリンクして完全に分割・断絶されたフィールドはそれ自体が悪というわけではないものの、比較的開けた最初の地域を抜け高低差・段差祭りになってから解禁されるバイクといい、道なりに進むしか出来ない事ばかりの谷が多いフィールドといい、正直人の神経を逆撫でしたいのではとさえ思う。 また序盤から特定弾で射撃すると破壊できるギミックが頻出するものの、簡易調合で手に入るのは地域の業務目標的なものを埋め尽くした後。 現物をどこかで貰えるらしいという話は解禁後に聞いたが、全くそんな気配は無いように見えたので動線がよろしくないと言わざるを得ない。 調合はさらに絶望的で、調合の素材指定は最初のみ、それ以外は無制限か属性/カテゴリ制限がたまに掛かる程度で少し良い中間素材や良い採取素材を手に入れてしまえばそれで調合そのものは殆ど解決してしまう。 そのための制約として残響片を用いてレシピを強化することで投入上限を増やしてそのアイテムの中での上位の効果を発揮させられるようになるというシステムを採用しているのだが、これを集めるのが苦痛極まる。 まずどこにあるかは一切明示されることはなく(自分がやった範囲より先で解禁されたのかも知れないが)、フィールドを彷徨っていると時折感知してマーカーが出るという次第。 それを追って行って最終地点でランダムにいくつかが手に入るため、採取数・品質を上げても運が悪いと目当てのものが全然手に入らないのは日常茶飯事。 未探索地域であれば目標から遠ざかる事が多く二度手間に感じ、探索を終えた地域で無為に動き回って探すのも空虚。 ライザの調合は新素材による解禁が導入しやすくしかも分かりやすい形式だったのだな、と思わず懐かしんでしまった。 シナリオは最後までやっていないので評価から外すが、進行時点ではゲームプレイを補って先を見たいと思わせるほどのものではなかったこともまた事実。 現状、評価点は余り思い浮かばない。ユミアのデザインくらいか。
陌生
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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