
"A story of two girls fulfilling their wishes." The "Dusk" series, a trilogy of RPG titles from Gust's popular Atelier series, tells the story of a world on the verge ruin, told from the perspective of its unique characters. The 3rd title in the series "Atelier Shallie" is now available as a deluxe version.
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Sep 14 → 0/day in the week after.
About
Genres
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 | $15.99−60% | 275reviews | 88% | — | $77.4K |
| $39.99 | 182ratings | 93% | — | not modelled | |
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
这作有点折磨,好的潜力只能打那么几个强敌获取,打完还隔一段时间才刷新。
黃昏系列第3作, 承繼前作愛絲卡的雙主角設計, 要看全ED同樣要打2週目 今作改動比較大, 取消了角色ED, 難度可以自選 (但因調合系統關係只能選較高難度拿更好的特性), 道具品質上限改成999增加了調合的難度, 調合等級由以前的50改成99也有點麻煩 雖然取消了時間限制, 但同時也取消了道具登錄/道具複製等便利功能, 變成要花額外時間重覆調合道具體驗比前作差, 但劇情還可以挽回了一些好感 說起來夏莉的TRUE END結局比較爛, 不太像是系列的完結, 雖然遊戲已推出了很久, 希望有機會看到黃昏系列的續作
Gioco molto bello: ha una storia interessante, si incontrano i personaggi dei 2 precedenti giochi "Dusk", anche il sistema di combattimento è bello, anche in questo, i 'dettagli' sono alti.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 30 → 0.14/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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, Japanese**languages with full audio support
| $15.99−60% |
| — |
| — |
| — |
| 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 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
7.5/10
While the story is on the weaker side relative to all the other atelier games, its Trait (or "property") mechanics give more depth to the alchemy process of optimizing final products. Instead of the RNG gambling fest that ended up sticking in the main series, in Shallie most traits are found within synthesis products, which never change, thus, the challenge is to figure out how in the alchemy tree you will manage to use Sinth product 1 and use it as material to inherit into sinth product 2 and so on, also you can decompose weapons and armor, using them as materials for the next tier, meaning that your traits get always carried over when upgrading, so you can synthethise away without worrying about your efforts being obsolete in the long run. ps. no time limit FTW
[quote=Luto~統治するもの~]I'll drink up all your luto and sink with you As can be forgotten everything[/quote] [strike]游戏内容提要:捡垃圾、哈基米、坠机[/strike] 正确的内容提要:中规中矩的调合、快节奏的战斗、极富想象力的剧情、上世代的美术和一贯高水平的音乐制作。 不论正确与否,取消时间限制对于炼金工房的游戏机制是一个非常大的改变——这使得 A1~A15 和 A16 及以后的作品呈现迥然不同的游戏节奏:在 Rorona 或 Escha&Logy 的世界里,玩家可能需要反复存档读档、关注每一个指标的细微变化、在搅锅睡觉跑路等所有耗时操作间绞尽脑汁地达成平衡;但 A16 及以后的系列更轻松,更优哉游哉,游玩体验和市面上的 average JRPG 别无二致。 但为了撑起游戏的体量,随之而来的是各种意想不到的高强度交付任务[spoiler]说的就是你熟皮[/spoiler]和堪称抽象的敌人难度。可能 GUST 的策划并未想清楚时间限制之外能撑起游玩时长的方法,冗长的刷材料刷级过程贯穿了整个游戏的通关后流程。所幸,DLC 地图的出现部分缓解了这一问题(但不多)。当然,作为一款十年前 PS3 的游戏,A16 的这些设计放在当时也并无不妥之处(或许吧)。 战斗方面,A16 彻底完成了从"道具战"到“人物战”的转型。诸如无限流星、大风车等的高强度道具不再能改变战局,人物的装备、潜力加点和战时配合变得更为重要。因为前后排共有最多六个人,可以开发出很多基于追击、无耗时换位和无伤防御的技巧,从而大大提升了战斗的可能强度。A16 的内容丰富度与细节相较前作少得多,这可能是游戏制作时间过紧导致的——A15 到 A16 发售之间仅隔了两个月导致的。可以看出很多功能都没有实装,包括很多人提到的钓鱼、几个小型聚居点的 NPC 功能,沙海的随机遭遇战等。此外受制于技术因素和财力限制,不少场景的实装画面在今天看来都略显粗糙,隐隐带有赶工的痕迹。 GUST 于 14 年正式合并进入光荣,成为后者的子工作室而延续炼金工房系列的制作。如前文所述,A1~A15 与 A16 之后的游戏机制是有巨大差别的,这是否与 GUST 本身的属性转变有关尚不得知。但可以确定的是,A16 作为黄昏系列的收尾作,也可以视作“传统炼金工房”的收尾作——彼时硬核 JRPG 传统逐渐式微,更加亲民、轻松、娱乐向、傻瓜式的游戏正逐渐霸占市场,黄昏系列是否也可以视为这一转型的风向标之一呢? [quote]It's all uphill from here.[/quote]
A16变化太大了,但能看到跨越3代的4个村姑聚在一起还是挺欣慰的。PS:罗吉:那我走?
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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