
"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 → 0.2/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
玩不下去,除了游戏本身质量不行,看优米雅超过十分钟就会忍不住开一局
遊戲內時間58小時,一週目,LEGEND難度,主線劇情全通,100%全成就(白金),無劇透心得。 原本我認為自己會給這款遊戲bad,但全通後,我還是決定給了Good。以下分幾個機制做評論。 一、鍊金系統:鍊金一直是這系列的主軸,過去幾代的鍊金也有好壞參半的情況。身為老鍊金迷了,這次的鍊金算是有史以來最簡單、輕鬆,也是最容易喪失成就感的一代。比以往更容易堆出天花板素質,但作業感極重,比起鍊金你更需要資源管理,然後利用自動鍊金來節省時間。 把特性和效果拆開來是很好的主意,因此除了武器、衣服、飾品之外,使用的道具只需要拿滿內建的效果就好,其他增傷效果都變成插石頭來解決了,這使得你可以利用自動鍊金做一半以上的道具。但裝備的部份,你就得靠手動一個個堆出塞滿賢者之石的裝備了。 非常速食化的系統,同時丟掉了所有益智的概念。你不用背特性表,鍊金也沒有什麼小遊戲了。你懂得如何資源管理,你甚至只需要原生素材,不需要任何中間鍊金道具,就能完成很多道具。做裝備也只需要製作一種基底(而且還能利用自動鍊金。)時間省好省滿,但很快你就會感到倦怠感了。 二、難度階梯:如果你是老玩家,大概開局2~3個小時,你就能把難度調高了。大概玩到50%左右,你就能開始挑戰最高難度打打小怪,大怪打不贏再把難度調低。等你玩到進度80%左右,你大概就已經是秒天秒地秒自己了。這遊戲的迴避幀非常高,所以幾乎不用撐防禦。不過玩到後面也不用撐了,因為除了BOSS之外,大概沒有什麼怪能挨得過3連發的朋友攻擊。 如果你對這系列遊戲有自信,盡量越早開始玩LEGEND,你會越輕鬆。不解釋理由,知道的人就知道了。 三、戰鬥系統:基本上就是把回合制完全即時化了。這方面我認為真的是一半一半,因為基本上現代遊戲已經沒有純回合制了。更直接了當一點,回合制本來就是因為以前的硬體處理能力太差,所以才強迫做成回合制的。如今的硬體已經沒有這樣的問題了,所以基本上追求「純」回合制大概已經沒什麼意義了。 但如果你是資深玩家,你就知道這款遊戲仍然是「回合」制,只是你不能「暫停」時間而已。 四、開放世界&跑圖:因為現代硬體的強大,像這樣的半開放世界已經算是基本配備了。但顯然的鍊金系列還沒準備好製作開放世界。像這樣薩爾達式的舔圖+益智解鎖,你需要更多「聰明」的益智遊戲來增加深度才行。可惜的是,這款遊戲的益智遊戲種類實在太少,你大概只需要開局玩2個小時,就能把所有舔圖解鎖的內容都玩過一遍了,從那之後的跑圖100%,全都是重複內容,完完全全就是坐牢。 五、人設&建模:人設應該是這代問題最大的部份了。首先角色們像是從30年前穿越到現代的設定,除了外觀、服裝等外在形象以外,其他內在全都是90年代左右的經典人設。懷疑做人設的負責人,是不是故意要報復社會 or 公司。你怎麼會覺得這樣的人設在現代遊戲能過?到底是誰叫這個人 or 團隊來做人設的?你們現在就可以開除他(們)了。 艾菈(或說前田)可能是唯一救了這個遊戲的妹子,儘管如此她的設定也是普通到不行,可能是那種你全通半年後,突然就會想不起來她的名字是叫什麼來著的那種普通。完全沒有任何意外的設定,打安全牌打到令人震驚的程度。 建模不差,但和現今其他一線遊戲相比,也只有到及格的程度。動作已經沒有那麼殭屍了,但還是不夠流暢。這次鍊金不攪大鍋,改成跳舞確實是不錯的想法。但跳舞的動作完全不及格,非常有機器人建模感,甚至到了恐怖谷效應的程度。建模漂亮的跳舞,不是找個真人穿感應器,套進3D然後再把它CG化就好,那樣實在太白癡了,不要太小看這個業界了好嗎?GUST,3D建模的世界已經進步非常多了,上個系列賺了那麼多,這次還只做到這種程度實在太不應該。 而人設最最最大的問題,應該就在女主角身上了。我不討厭女主角,某種程度來說,這樣的人在現實中應該很討喜,朋友也很多。但這是遊戲世界,不是現實。講白了,這代的女主完完全全沒有主角光環,她比上代自稱村姑的那位還要平凡。整款遊戲女主角都很出戲,唯一的優點就是她嘴巴其實挺壞的,聽她和所有人鬥嘴,大概是設定上少數還能啃得下去的部份了。 不太確定為什麼GUST會覺得這樣搞有戲,你什麼時候看過做這種美少女的遊戲,會決定要Nerf女主角光環的設定?講難聽一點,你讓艾菈的故事背景什麼都不修直接學鍊金術當女主角,可能都完勝優米雅了。 要改變這個結果,有種GUST你就出優米雅2,我保證一定會買,買來看你們怎麼讓優米雅繼續當女主角。還有就是不要讓她穿短裙了,她的身材怎麼想都更適合緊身長褲搭馬靴。搞了一堆借位的防走光,你還不如做有物理引擎的緊身褲。再搭個一字肩的毛上衣,連事業線都不用露就夠完美了。 總結:明明給了Good,但整篇都在批評這款遊戲的缺點。為什麼?因為這款遊戲就是介於49到51之間,最後就偏到了那51,所以我給了Good。為什麼最後會偏了一點到Good那邊?你只要玩通這款遊戲就知道了。沒玩通,玩到一半就退坑的話,我想100%會給這款遊戲Bad。 很有挑戰性的開局,GUST,我會期待追憶系列,要怎麼經營下去的。 懶人包:優米雅的溫室工房。還有我們需要更多艾菈和優米雅的貼貼。
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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 2,402 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
Before somebody tries to l*nch me, I want to say that I had fun playing this game. I would not have played it for 33 hours and counting if I didn't. But I do have problems with it. My first major issue is that despite using a brand new computer (I literally bought this thing last month from the date of posting this review) I still cannot play on the highest graphical settings. This games vram usage is complete garbage, and even on normal settings I still find the framerate dropping from time to time, sometimes in the middle of combat. Secondly, if you came here expecting an alchemy system like the other Atelier games, you will be disappointed. This games system is a little less intuitive and far more visuals oriented than raw numbers focused. This makes the crafting system slightly harder to use than in previous titles. Thirdly, this game puts a great deal of emphasis on open world exploration. So much emphasis in fact that it forces you to complete certain arbitrary requirements to get your hands on exploration tools. "Now GG that's not fair," I hear you say, "All games lock exploration tools behind quest objectives. Have you ever played a JRPG before? Quit being such a mincing pansy!!!" But quests even if they are well hidden side quests aren't what I would call arbitrary requirements. And exploration tools locked behind a wall in this way would actually make me feel good about acquiring them, even if the quest was a down right pain to complete. The arbitrary requirements I'm talking a bout in this case are working with the new systems like the base building system, using a character's ability a certain number of times, crafting certain pieces of furniture that you or may not be able to find (I still haven't found a stupid chic couch even after combing the entire Sivash Region's treasure troves). I understand why they (the developers) did it. But I believe it could have been implemented better, as I don't like being forced to interact with systems I don't really plan on using. But overall the game is fun. The story and character themes fit nicely into the Atelier series usual style, the combat is fast paced and enjoyable (assuming your able to turn off the setting that makes the saturation and lighting go insaneo-style), and while I gripe about the exploration mechanics, the environments are stunning and beautiful and worth seeing and experiencing the first time around. All the changes make it feel like its not an Atelier game, but all the themes and heart of the game say otherwise. So pick it up if you like, but I can't in good conscience recommend it to the superfans of this franchise or to someone picking this series up for the first time.
Atelier Yumia, a break from tradition and thats not neccesarily a good thing. Review mildly edited for 90 plus hours and 100 percenting all achievements. The Exploration: Map looks really good and exploration is really easy most of the time. However it gets repetitive quickly, shoot a random thing here, explore ruins there, do some puzzles over there. Unlocking rounds for gun staff to truly explore a region require a list of chores to do which can also be a pain. Doing pioneering requests in Lacuna region are especially tedious and require certains quests to complete. Yumias gun staff was a very cool new feature and being able to shoot items that were out of reach or use it to stun enemies prior to battle is a nice addition to enhance the gameplay. Procella which is a motorcycle you unlock also feels incredibly gimmicky and its use is purely situational. I find myself avoiding using it outside of Lacuna region due to starting fights I didnt want to start which happens quite often. Perfomance/graphics: I managed a solid 100 to 120fps at 1440p resolution on a 4070 super, 5700g processor and 32gb of ddr4 3200mhz ram. Yumia never crashed even once on me in my 96 hours of play time which is a miracle for a 2025 game. Massive frame drops were occasional in some areas but not enough to break the game. The Alchemy/Crafting: This is big time where Yumia really misses the point on what an Atelier game is supposed to be. Gone are the days of trait loops, crafting minigames and taking consideration into traits. Now you just send it on "prioritize quality" on autocraft for neutralizers and "prioritize effects" for everything else. For Armor just auto craft for effect and tweak it with cloths, For weapons just auto craft for effect and tweak with ingots. Everything else just tweak with the level 10 neutralizers you made. You can also farm mana particles in the first area super easily which can result in you getting your gear to level 10 pretty quickly, this means you can make your party overpowered by the time you unlock Sivash region if not sooner depending on how aggressive you are with your farming. Base building is also a frustrating process that is poorly explained, it adds little the the experience overall and youll just finding yourself using the catalog to build you what you need. The duplication feature requires a whole base building area and you dont unlock it until you are well into the Aruma region which is late game. this is unfortunate. Sound: Yumias soundtrack feels incredibly subued and "is just there" compared to other installations in the Atelier series which took the loud and proud approach. The music at the start of the game and the background music in Lacuna region are the only two tracks I really found memorable which is a shame. The characters: The characters arent really that remarkable compared to other installations. You get a brother sister pair, a tsundere bad boy, a blonde gyaru and a furry for companions. Yumia is cute at least. The villans you forget they are even there most of the time and arent interesting either. Vesper shares the same VA as Kiryu from the Yakuza series which is interesting. The combat: Combat is laughably trivially easy even on very hard and turning it up to charismatic gets you over 60 times more xp than very hard netting you 100k plus xp per fight so you reach the level 150 cap way too quickly. Unlike other Atelier games where you had to use items strategically, In Yumia you can spam them with reckless abandon. Fights including boss fights end in seconds if you manage to upgrade you items to S tier and set your entire party to "prioritize items" in combat. Getting your weapons and gear to 999 quality is easy to do and you are basically invicible in fights. The story: Overall the story for the most part isn't that interesting even many hours into the game. It picked up somewhat around discovering the final region but then everything went completely flat again post game. Most of the story is summed up as "alchemists bad". Overall: Yumia wasnt entirely bad a game but it wasn't great either and it compares poorly overall compared to other entires in the Atlier series which easily overshadow it.
As with Ryza 3, I think open world doesn't suit the series. Not bad, just not my thing anymore. Maybe I'll finish it one day but I wasn't exactly hooked.
If you’ve done any amount of research into this one, you likely already know it is divisive amongst long-time Atelier games, and for good reason. The bad: The open world is sometimes too graphically challenging for its own good, with minor clipping glitches, models having difficulty tracking terrain height, and general muddiness. Note: I am playing this game on the Steam Deck and it seems it has been updated from the state it was released in, as I can play the game comfortably on “normal” settings instead of “low.” But that means to take any graphics complaints with a grain of salt. The visual bugs themselves tend to be rare but noticeable when they occur. The worst: the alchemy. This is the main complaint others share with me. It does not require much thought to understand alchemy, and everything from traits to gathering ingredients to synthesis is vastly reduced in complexity. No part of alchemy feels like a puzzle. None of the story-mandatory alchemy has any difficulty to it whatsoever. This feels like another game’s crafting menu repurposed for Atelier. The okay: the base-building is fine. The good: I like how this game is willing to experiment with new things for the franchise. Some things worked and some things didn’t. I don’t think the real-time combat worked especially well, as it oscillated between too easy and so busy that it was difficult to tell what was going on. You are also put at a deep disadvantage if your environment disallows long-ranged combat, but have no way of telling where the battle will load in the environment to prevent yourself from losing this out. However, I think the way the open world was implemented is an improvement to past games in the franchise. Exploring felt rewarding. I do think these games lend themselves to solving the main issue with open worlds (the emptiness/lack of incentive to explore) by having so many ingredients. Ingredients are always valuable, so it is always worth exploring. Sometimes the world gets a bit samey, and it could use some more visual landmarks, but not every game can be Xenoblade Chronicles X, you know? The best: I still love this game, and am continuing to love it. I don’t think my opinion will change as I play it further. Despite everything, it is deeply charming to me. Yumia as a character is excellent—she is formed by the way the world has treated her, and this plays logically into the plot and her character development. Her actions make sense through the lens of her background. She is a deeply sympathetic character who is still presented with insecurities and flaws that prevent her from becoming a self-insert or wish fulfillment. I think my favorite thing about her is her tendency toward perceptiveness. When things happen around her, she internally reacts to them in ways that are insightful and interesting. Oftentimes I would find myself watching a cutscene, drawing a conclusion about the world/plot, hear Yumia come up with something entirely different, and both of us would be correct. The bar for story content in video games is so broad (imagine, like, Disco Elysium vs. YIIK in terms of constructing an interesting narrative with important things to say), so I think the fact that this story is being extremely competent this far in is a good sign for the rest of the game. I will say I find the other party characters besides Yumia far less compelling than Yumia herself. The bestest: the music is really good <3
Aside from the name it`s not really an Atelier game. As a game it`s self it is ok. Oddly enough this game reminds me of Genshin impact.
50時間のぷれいのセーブデータがフリーズ後、自動で消去されていた。
キャラの魅力は100点 システムは60点 ストーリーは70点 主人公の顔、外見、性格、声はシリーズで一番好き。戦闘システムの方向性はいいと思う。アトリエらしいかといえば違うとは思うけど、これはこれでありだと思う。別に今までを踏襲しなくたって、ユミアシリーズはこういう方向でいいじゃん。 でも、色々荒削りだし謎解きはつまらないし、戦闘も適当にポチポチしていれば勝ててしまう。強いアイテムを作れば簡単に無双してしまうので、そこは改善が必要だと思う。
Thighs. Update after getting all achievements: Thighs.
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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