
"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
比起炼金工房,本作更像带炼金元素的JRPG,不建议作为炼金工房系列的入坑作,但当成JRPG玩还不错
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.
Media

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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 · 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
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
Very good game and a good introduction to the Atelier series. But, during combat you can feel, that it is a turn based game made real time combat, so it feels "wonky" at times. Then there was, at least for me, a significant difficulty spike in the 3rd region that continued into the final one. Overall, still would gladly recommend.
yumia graphiquement m'a bcp déçue, l'histoire aussi, puis pour payer des vetements faut payer comme d'hab un DLC! les PNJ sont pas interessant ce qui ne donne pas envie d'investir trop de temps dedans! le Dev a voulu toucher de nouveaux joueurs sans vraiment penser a faire de yumia une heroine digne d'un bon jeu!
煉金簡化過頭,簡單到無腦的地步了
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.
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。
好玩
곧 출시할 카리아의 아틀리에가 유미아랑 같은 세게관을 공유하는 후속작이다 보니 어쩔 수 없이 다시 하고는 있는데 다른 사람들에게 추천은 못하겠음
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.
Related
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