
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.
Reviews, worldwide (the counter carries no country): 0.71/day in the week to Sep 14 → 0.33/day in the week after.
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 825 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
好玩 全炼金工房系列最喜欢的一部 封盘
라이자로 입문한 아틀리에 시리즈. 라이트한 게임성으로 나왔다고 했지만 저한테 연금술은 너무 노잼이였어요. 다 좋은데 연금술이 너무 저랑 안맞았는데 하필 근데 연금술이 메인인 게임이잖아요? 그래도 그거 빼고 나머지는 다 맘에 들어서 이악물고 엔딩을 보다보니 또 정이 들어서 3까지 다 깨고 그 다음 기웃거리던 '소피의 아틀리에'. 라이자와는 다르게 본격적인 매운맛 아틀리에 시리즈같길래 망설였지만 일단 질러보자 해서 했는데 왠걸! 스토리도 좋았고 퍼즐 푸는 것 같은 날씨를 이용한 맵경로를 뚫거나 날씨에 따라 달라지는 맵 구경, 새로운 연금재료 채집 다 재밌었어요. 케릭터도 다 귀엽고. 하지만 역시나 연금술은 귀찮아서 다 자동투입으로 돌리고 젤 귀찮았던 건 레시피 발상하는 거. 아직 클려 못했지만 전체적으로 라이자만큼 재밌어요.
很好,根本玩不完,价格极其合理,就是背包太小了才一万个,建议加大5万个
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.5M | 8.2K | 91% | $12.99 | |
| $2.5M | 3.8K | 69% | $12.49 | |
| $2.5M | 4.9K | 82% | $29.99 | |
| $2.5M | 3.5K | 82% | $24.99 | |
| $2.5M | 14.7K | 86% | $9.99 | |
| $2.5M | 11.2K | 95% | $7.49 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $180.2K | 621 | 90% | $14.99 | |
| $740.1K | 1K | 90% | $19.99 | |
| $393.2K | 562 | 92% | $15.99 | |
| $341.3K | 491 | 74% | $19.99 | |
| $73.2K | 347 | 95% | $9.99 | |
| $289.1K | 435 | 91% | $19.99 |
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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 827 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
鍊金有些有點難度需要研究但好玩 雖從萊莎玩完看評論玩蘇菲的,但覺得蘇菲真的屌虐 希望有機會可以出蘇菲續作
剧情对于前面几部来说平淡了点,不过设计上人性化了,一条线路到结局 。取消了时间限制
(๑•̀ㅂ•́)و✧
这是一款非常棒的jrpg,如果喜欢jrpg并且对炼金系列感兴趣想尝试一部看看,苏菲2是非常值得推荐的,但如果你还想玩莱莎的话,我建议你最好从莱莎1先玩,相比于前作我认为以下值得称道的点: 1.首先呢他把前作莱莎1,2那个最脑残的即时回合制战斗系统去掉了(于我而言这个系统是我玩过所有回合制系统里面最垃圾的),这是一款非常标准的敏捷(+wt)属性驱动时间条的半回合制游戏,相比前作,我必须把这个当作是一个不得了的优点 2.回合制游戏一般战斗中只能上三人或四人,而且场上和场下队员的交互不能说多入牛毛吧,只能说聊胜于无,本作引入了前锋和后备的机制,大幅增加了场上队员和场下队员的互动,后备队员的作用得到了极大的提高,让人在战斗的过程中感觉到不是只有场上三人在战斗,而是与整体在战斗,这是一个非常了不起的创新点! 3.炼金系统让人眼前一亮,相比莱莎1我认为本作的炼金系统更加精炼,后期道具装备合成不那么费心费力的同时也依然有着不小的深度,后期加入的触媒系统更改炼金机制更是画龙点睛,给足了正反馈(虽然个人来说触媒只有成长和贯穿有用),并且加入了很多便利炼金的功能,比如可以复制制作出来的东西 ---------------------------------------------- 总体评价:这款游戏剧情上依然偏童话风格,白开水般的剧情,没有坏人,主角团人物设定上较为有趣,但刻画一般,成长系统做的依然薄弱,甚至我打到后期居然还满级了再打怪连经验都没有,地图设计中规中矩,多了一个天气系统来丰富地图解密和地图探索这块的内容算是一点锦上添花吧。当然以上这对炼金系列来说是算是正常了,因为炼金系统自始至终都是主要部分,其余部分不吸引人但炼金这块绝对给把玩家拿捏了,炼金系统影响着这游戏的角色成长,战斗,探索,剧情方方面面,甚至后期战斗方面,除了支援机制常用外,也都是以炼金系统产出的道具为主,炼金两小时,战斗一分钟,这是每个玩这游戏都不得不品的一环,最后boss一阶段一个道具就砸死了,二阶段三个道具砸死了,可以说这算是这游戏的特色了 最后再说一点,这游戏的内容深度很高,但指引比较弱,比如高级特性如何合成,装备品级道具品级作用如何,敏捷和wt的影响,主副属性还有debuff对于灵气造成的伤害如何计算等等都需要去查询,这块目前要是有详细说明就好了,要不然还要去wiki上面查或者去搜,官方那个web帮助文档内容讲的太少了
内容が多く楽しめた
다른 시리즈는 안해봤고 소피1,2만 해봤는데 확실히 소피2는 어렵다 연금술이 신경쓸게 많아서 역대 아틀리에 시리즈중에서 제일 어려울듯 그래서 아틀리에 입문작으로는 절대 비추 후반가면 연금술 때문에 머리 아파서 빨리 엔딩만봄
音乐很棒,角色演出都很好,大缸搅得很上头,是能让人开心的游戏。神!!!
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.