
A mysterious story of a mysterious dream ... This is a story about one of the adventures Sophie the Alchemist had after she left her hometown of Kirchen Bell.
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.
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.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 | $29.99−50% | 2.6Kreviews | 94% | — | $2.5M |
| $114.99 | 680ratings | 95% | — | 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 824 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
best atelier game that covers all possible QoL. you don’t run as fast as Ryza 3 but the puzzle board alchemy is the best thing in the whole franchise
今まで見てきた女キャラでソフィーが一番かわいいと思っている
[h2]苏菲是人间瑰宝~[/h2] 游戏总体基调是松弛而又积极的,在我看来是很适合作为治疗电子ED的良药的。炼金工房本身节奏也是高度适合那些酷爱捡垃圾的玩家入坑的,再就是氛围更是相当契合这些休闲玩家,另外懂事的动森玩家可以入坑了) ++炼金系统的集大成之作,可以说是复杂性与趣味性达到平衡的炼金系统。因此如果对这套独有炼金系统好奇以及看重游戏系统的玩家可以将此游戏作为入坑之作。 与前作苏菲1剧情联系不是很强,同时受限于素材词条质量是随剧情主线及人物升级的,本作前期主要是炼金对应属性等级填满,词条可以到后期再进行Build更加省力 +剧情传统日式小剧场,关键词:梦想与爱DREAM AND LOVE 主线剧情其实给我感觉是同个事件在反复套,本身就是在体现苏菲的成长过程,这点上无功无过。对我来说点睛之笔与同伴的交流给了相当一部分笔墨塑造,在塑造伙伴的人设上无疑是量大管饱的 +音乐人声部分相当得我心,同时全cv的游戏语音内容真让我对gust这个社团大加褒扬(刚玩完隔壁法老控就入坑炼金工房的人相当满足了) -地图设计上虽然加入了天气改变系统,大大增加了可玩性。但其实对于这个系统运用过于肤浅,很多时候仅仅是作为开门机关,并且地图上天气系统图标一致导致有些时候必须折返去碰运气摸机关 -最让我破防的是,经常出现图鉴解锁条件出现时间比我获取对应材料要晚,因此我需要重复去再获取一遍材料。然而大部分时候我根本不知道我那个材料在何处获得,因此需要到处瞎摸或者上网进行search本就稀少的炼金工房攻略。然而本身游戏自带的搜寻材料功能只能在任务委托使用,而不下放给玩家进行自我选择。 虽然能理解游戏设计本身是为了加强玩家寻找素材这一过程的份量,但我认为对曾拾取过追踪是合理的折中诉求
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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 Aug 27: 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): 0.43/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 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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*, 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 826 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Having now finished Atelier Sophie 1 and 2 as well as Atelier Ryza 1, 2 and 3, there is a pattern in my impressions of the first and second games of both subseries. While Ryza and Sophie are quite different in both their alchemy mechanics and as well as their combat, in both Ryza 1 and Sophie 1 I felt like I overall enjoyed the experience, but felt like they were heavily lacking in some areas: In Ryza 1, I didn't like the bigger focus on plot as I felt it was at the expense of individual character moments, and I felt the alchemy and combat systems were a bit underdeveloped. In Sophie 1 I felt the opposite, it seemed a bit too reliant on the character events while missing a bigger plot tying them all together. And the combat felt a bit too simple as well. Then Ryza 2 came and became my favorite entry in the series as it fixed its weaknesses and built upon its strong sides (although maybe the plot took a bit of a hit). Finally getting to the game this review is supposed to be about, and my impressions are the same as with Ryza 2, as Sophie 2 is now tied with it as my favorite game in the series so far. Like with Ryza 2, in my opinion this entry is just straight improvements across the board compared to Sophie 1. Combat has gained a lot more depth, additional alchemy mechanics were added and the synthesis is just pure fun, easily my favorite from all Atelier games I've played so far. There is now a more tangible plot tying everything together in a pretty cool and unique setting. Nothing groundbreaking in the story department, of course, this is still an Atelier game where that is not the focus, but much better than Sophie 1 I'd say. The character events and interactions are still there, although if I were to mention one personal nitpick, this would be it. Since the Atelier series doesn't take itself very seriously, I've come to enjoy the characters that are more on the unique, quirkier and funnier side, rather than the universally friendly or serious types. But Sophie 2's main cast is just a little bit "less weird" than I would have personally liked for me to remember them, like how I still remember for example the clock maker guy from Sophie 1. Being a lot more modern, there is also simply a lot more polishing and quality of life compared to the older and glitchier PC port of the first Mysterious subseries game. TLDR: If you've enjoyed Sophie 1, I don't see any reason why you couldn't enjoy Sophie 2 as I feel it is just a straight improvement in almost every regard. If you didn't play Sophie 1 but are interested in this entry specifically, I also think you can still check out Sophie 2. You'll miss out on some payoffs due to missing some character backstories, but that's not the main reason you'd play these games anyway. Although I'd advise you to check out other reviews that go more into the details of this title specifically to see if it's something you'd vibe with.
[h1]游戏卡顿的朋友看过来[/h1] [b]由于众所周知的优化问题,这游戏每隔两秒检测一次手柄从而造成游戏卡顿[/b] 1.插上手柄就好,我知道插手柄用键鼠很奇怪,但我除了横板真用不习惯手柄 2.禁用设备管理器的人体输入设备的hid开头的,屏蔽掉手柄检测,需要使用触摸板的话,I2C HID设备这个选项不要禁用 3.安裝vJoy虚拟手柄就行,骗过手柄检测
[h1] 苏菲没有你我怎么活啊苏菲!苏菲你带我走吧!苏菲真的太可爱啊![spoiler] 我要做苏菲小姐的狗!汪汪![/spoiler] [/h1] 某天,我买了苏菲的炼金工房两部曲,本来以为又是玩了一会儿就吃灰的作品([spoiler] 那时候自己比较懒,还是买游戏好玩。 [/spoiler]),然后突然一份礼物从桌面的右下角弹出,我定晴一看,居然是一位炼金工房的狂热爱好者(此处隐瞒名字)送来的2代季票[spoiler] 万恶之源 [/spoiler],然后,就不得不玩了。再然后,就沉迷其中了。 本游戏讲述的是踏上旅程的炼金术士苏菲,意外踏入梦幻世界“艾德维格”,为了寻找失散的搭档人偶普拉芙妲而展开的一段冒险故事。剧情方面的事就不多说了,不剧透。[spoiler] 苏菲在其中找到了对自己来说很重要的一个人 [/spoiler] 这一代炼金工房的炼金方式对我这种初次玩炼金的游戏比较独特,之前玩的是把一堆材料放进去,直接调合就好了。这一代是选好材料,(每个材料有不同的特性和拼图格),调合面板会显示调合后的品质变化与大成功几率,并且还能看到每个属性在累加后所产生的效果槽变化。每个触媒提供的拼图格分为普通格和连结格,普通格放在拼图上就是直接加固定数量的效果槽,放在与属性对应的拼图上就会成倍增加效果槽。连结格在兼具普通格作用的同时,跟同属性的另一连结格相邻还会形成连结,增加效果槽的上限,连结越多对上限的加成就越高。除了一般的调合拼图面板,还追加了反转拼图面板,虽然可以做出更强力的道具。但拼图难度更高。大大增强了可持续性玩法,即使你炼金一天也不会腻。 天气系统,随着剧情推进,会获得越来越多的操纵天气的道具,在野外的固定处使用可以让场景天气发生变化,天候的变化会影响地图的状态,如在下雨时雨水会淹没地形低的地方,需通过变晴才能继续探索。而在变晴时一些较高的区域又无法到达,需要通过下雨来让平台漂起来。野外的探索也变得更有挑战性,观察周围的环境,思考不同气候下的岔路,然后决定需要改变的天候,只有这样才能拿宝箱、或者抵达下一个地图的路口。不仅如此,天候的变化会让怪物的配置发生改变,一些敌人会对特定气候比较适应,若在战斗中改为相反的气候,就能大幅削弱这些敌人的属性。不同的天候还能采集到不同的素材。采集素材的种类更加丰富。 战斗方式:不同于传统rpg,这代在场景接触敌人直接无缝切入战斗,战斗结束后也是无缝切换回来。你可以操作角色通过技能,道具,平A积攒合作槽,然后使用双人技能攻击,(后面甚至每2个人都有双人大招),受到敌人攻击可以让援助角色上前抵挡攻击,抵抗之后和主战角色交换位置。个人很喜欢这种设计。 大采集算是一个小游戏玩法,就是拼反应和运气,一共好几种玩法,还可以。 温室系统的玩法比较单调,个人不太喜欢,就是普通的种植与收获,然后呼呼睡上几天就可以收获了。([spoiler] 你做999品质的东西必须要玩这个。。 [/spoiler] 作为25周年纪念作,GUST带来的诚意是满满的,bgm运用的恰到好处,游戏画质对日厂来说做的很好了。游戏玩法上面也说了,很多样化,通关后再玩二周目也不会腻。综上所述,大家快玩吧![spoiler] 首尾呼应,我要做苏菲小姐的狗!汪汪! [/spoiler]
[b] This was my first Atelier game! [/b] It's colourful & sweet, with charming characters, and funny moments throughout. [u] Story [/u] Unlike a lot of other JRPGs, you aren't a legendary god-hero on a grand quest to save the universe. You're just a girl who wants to craft stuff and help her friends. It's more low-key / gentle, while still very much fantasy. Despite the title, doesn't expect you to have played any earlier entries in the series. [u] Gameplay [/u] Between the exploration, gathering, alchemy, combat, and optimizing - There's honestly a surprising amount of depth in the gameplay. Personally, I quite enjoyed the little combinations and effects you can utilise in battles, and I enjoyed optimizing things during crafting to try and make the best items. A lot of the systems feed into each other and are relevant to each other, which is cool. The core loop is usually something like this, (but you don't really notice it when playing): -> Gather (explore, find materials) -> Discover (unlock new recipes) -> Synthesize (the alchemy puzzle!) -> Use (try out your new stuff during battles) [u] Summary [/u] I would recommend this to anyone who is looking for a cosy game with a nice gameplay loop and a lovely little character-driven story!
[h1] 不思議シリーズをやりこんだ人への物語[/h1] 不思議シリーズを三作遊び倒し、「俺はソフィーちゃんが何のためにそこまで頑張っているか知っているよ…」と後方腕組キルヘンベル住人面していたシリーズプレイヤーを正面から殴りつける一作。 不思議シリーズの根幹とも言える話をきちんと回収しに行っている。 ネルケでは演者の相坂さんが体調不良でいつもの演技が出来ていなかったのだが、今回はばっちりソフィーちゃんの演技になっている。 クリア後の相坂さんのコメントは必聴。 バトルシステムはリディー&スールのタッグバトルから自由度を増した感じなので自分としてはストレスが減ってよかった。 モデルに関しては作り直してる他、ストーリーの演出などもだいぶ頑張ろうという気が感じられて好印象。 半面、気になるところもいくつかあり。 ・ダンジョンで行き止まりになってしまい、突破できるアイテムを作りにアトリエに戻るという展開を何回も繰り返す。 ・上記の展開の合間に各キャラのストーリーが挟まれるのでテンポが良くない。 ・フルプライスのJRPGなのに固有デザインの町人キャラが少ない。(特にアトリエシリーズにしてはこれは少し寂しい。) ・アイテムフレーバーテキストがひねりすぎてて意味不明なものが多い。 ・人形プラフタのお尻をクリア後のモデル鑑賞で眺めることができない。 などは少し残念だった。 後はラミゼルさんの結婚相手がどんな男か教えてくれる話があれば最高だったがそれはまた次に期待しよう。
炼金跟战斗都挺不错的,地图哪个人才设计的啊,那个天气系统纯纯画蛇添足一坨答辩,尤其是有水闸那一关,你不能把水闸标清楚点的吗?地图上那种互动钻过去的缝你都给我标出来了,水闸开关这么重要的东西你不标?哪怕给个范围提示都行啊,哪怕你连范围提示都不给,你放的地方合理我也就不说什么了,你那水闸啥阴间位置啊,谁家不把水闸开关放水闸旁边,放边上某个一眼望过去毫无关系的桥上,跑过去都得半天?站你那开关旁边都看不着水闸,你这叫解谜还是恶心人啊,自己想想合理吗?设计师有点起码的生活常识吗?还不是为了解谜而解谜,别给自己刷存在感了行不,就你那水平键盘上撒把米鸡比你做的都强,爬吧,别拖累制作组其他人
想買的玩家可以等之後出的DX版本
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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