
"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% | 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 842 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
微妙な点 ・バグやフリーズが多かった ・調合の面白さがあんまり感じられない └ドンケルハイト、賢者の石みたいな優秀な素材をSランクで量産して大量にステータスアップ素材を作って武器防具道具を 自動投入で作成するだけでほとんど問題がなかった ・レベルアップのペースがおかしい └序盤の10時間~20時間ですでに70/100くらいのレベルにすぐになってしまった ・キャンプのできるところ、できないところが分からない └最新版だと条件はわからないができるタイミングが増えた ・戦闘システムもっと自由に動き回って技とか道具を使う方式でもいいのでは └よけて道具よけて道具の繰り返しでほとんどどうにかなってしまった └アドバンスを使うことがほとんどなかった ・フィールドアクションにもっと種類があってもよかったのでは └石碑の解禁の仕組みでダブルジャンプとかとっちゃうともう用がなくなる ・特性結晶で高レア作るために低レア量産するのが面倒くさい └せめて演出回りをカットするもしくは一度に何個も作れるみたいな処置が欲しかった └レジェンドでSランクの魔物討伐でもしない限りそもそも結晶を作らなくても問題なさそうというのもあるが よかった点 ・BGM ・レイニャがかわいい 総評 続編ありきの終わり方?な気もするけどもう少し本編の中で敵キャラの掘り下げとか錬金術の禁忌に関して掘り下げがってもよかったのでは
うーん自分のようなほぼ新規なら特に不満もなく面白かったですけどね とにかくユミアのキャラデザがここ5年くらいのゲームの中で一番ささったキャラデザなんですよね そのキャラを縦横無尽に動かすだけですごく楽しいです 錬金術もそれほど難しくないし(これが今までのプレイヤーに不満なのかもしれませんが)、レベルカンストがあっという間なので強い装備作らないといつまでも強くなれないのが、ほかのゲームと違う感覚で楽しかったです 好きなキャラなのでもう1作作ってほしいけどちょっと難しいかなぁ。課金ゲーではなく買い切りで何か出てくれば次も購入します DLC商法は・・・まぁ・・・
Media

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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 |
|---|---|---|---|---|
| $4.2M | 4.6K | 78% | $44.99 | |
| $4.2M | 16.8K | 81% | $12.99 | |
| $4.2M | 2.7K | 73% | $49.99 | |
| $4.2M | 12.7K | 72% | $17.49 | |
| $4.2M | 7.5K | 85% | $29.99 | |
| $4.2M | 10.7K | 94% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $859.7K | 4.8K | 79% | $7.99 | |
| $1.4M | 5.8K | 91% | $14.99 | |
| $12.2M | 9.3K | 80% | $49.99 | |
| $2.6M | 8.7K | 89% | $14.99 | |
| $5.6M | 7.1K | 90% | $39.99 | |
| $70.2K | 1.1K | 89% | $2.99 |
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 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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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 843 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
作为一个炼金凯子,我很难用差劲来形容一款炼金ip的游戏,这作简直是灾难性的雷点集合体,KT在菲利斯和莱莎3保守诟病的大世界之后依然没有放弃他那个β大世界的梦想,做出了一个空洞无物,探索极其浪费时间,毫无探索成就感的游戏。 先说说优点: 1、炫压抑,优米雅色气值满满,dlc那几套泳装看的鸡儿梆硬,比莱莎的建模好上了不少 2、这作虽然有很多光污染,但场景地图确实做的很不错,比如阿尔巴的那个小地图,最后的城市大地图,在场景建模方面有着很大的进步 3、剧情宏大了不少,比起以往炼金的村姑拯救世界剧情,这作有在探索中逐渐解开世界谜团的感觉,很难得能在炼金的ip里感受到剧情的魅力了 接下来就全是缺点了: 1、时至今日优米雅仍然是一堆BUG,充斥着莫名其妙的死机闪退卡顿掉帧情况,我在推完图3后只要打开背包就一定会闪退,最后删除了所有的投掷道具才恢复,一万个人有一万个闪退情况,这完全是在恶心玩家 2、作为炼金ip系列,这一作完全不知道炼金为何物,第一章做的炸弹能用到游戏结束,没有任何循序渐进的调和感觉,感觉不到主角的炼金技术慢慢成长,而套圈圈的炼金以及特性和素材分离更是让这一作的炼金毫无深度,相比莱莎的简化,这一作完全抛弃了炼金 3、意义不明的大世界探索,满地图的问号除了膈应玩家还有别的意义么?没有,只是在浪费收集党解锁地图百分比,子弹射一下给10技能点数,我解锁一个技能树需要1000点,你觉得这样的设计合理么?开着摩托只能直线赶路没法上坡下坡三段跳,莱莎系列的坐骑是怎么做的优米雅全给忘了?满世界开问号结果发现到了新地方没有新素材新魔物,只是探索度加了,时间浪费了 4、第三章才解锁绳梯,第一章就需要用到绳梯来探索地区,这一作的探索度永远需要到达了下一个地图回过来才能解锁完成探索度,然而无论是剧情还是探索需要都完全没有回头的必要,除了膈应玩家还是膈应玩家,探索的指引也是一团糟,各种机制联动毒点之多完全不像制作组自己玩过一样 综上,我不推荐任何非炼金ip粉丝来玩这款游戏,除非你炫压抑程度爆表或者单纯喜欢赤石,这么差劲的作品的推荐词竟然是最适合新人的一作,我但凡入坑作是这一款我只会原地退款拉黑光荣脱裤魔,有钱买这一作完全不如买莱莎2和苏菲2,那才是做到了简单与深度并存的炼金
First, there is a freaking demo for this game so please try it before starting to complain. The demo make a great job of showing what to expect form the game and sure the combat system is different from the usual Atelier series, so is the synthesis system (crafting), but that's not what makes this game excellent. The real deal is the fun but laid back enough exploration, with an set of cute and endearing characters. Overal the game is so well fun and balanced, that to me any inconveniance I foud past what the demo showed me can just be ignored. However if you're only into another round of Atelier game or one of the hardcore games that want a challenge in everything you do, please pass. This game is for people who want to have fun, not for over optimisers. You won't need it. Even in hard, battles rarely require hyper optimization. That's more than fine with me, I envoyed the trip from A to Z and only regret that like in most exploration games, there is almost no reply ability. Well of course over optimizing would be a thing but as said above it's useless here.
优米雅很可爱,但除了“优米雅很可爱”之外这游戏也不剩下啥了。 无论是炼金还是战斗,以及地图设计和场景配乐,包括性能优化,在我心目中统统不及格。 (我是真痛恨罐头游戏啊,满屏幕的问号看得我头皮发麻) 感觉项目组全员都该给优米雅的角色设计师框框磕头。
As much as I wish I could love this game it struggles with one of the greatest flaws of modern gaming that has been rearing its head since BOTW. Which is incredibly empty and excessively large open worlds. This was a problem that was already beginning to rear its head in Ryza 3 but at least then the level design was complex and engaging if not a little bloated, but in Yumia there are large swaths of useless empty space that only serve to waste your time by taking way to long to traverse. As for the alchemy it's much simpler than the Ryza trilogy to the point of being brain dead easy. Now I liked Ryzas alchemy systems, but a lot of the more hardcore Atelier fans would claim that it was to easy compared to prior entries in the franchise. So if you didn't like that your going to hate this. Combat is ok and serviceable. but lets be real that's not why people play these games, and the combat in Ryza is better anyways. Characters are not that interesting, at least upfront but i couldn't stand to play farther into this game to learn more about them anyways. However one thing that is subjective is that I find the character design of Yumia far less appealing than Ryza. I'll let you guess why. Finally for the elephant in the room, that being the ♥♥♥♥♥♥♥♥ optimization. now not to brag or anything but I have a insane pc that can run games like Cyberpunk at max settings without frame gen really well. So why the ♥♥♥♥ am I consistently dipping below 60fps in a ♥♥♥♥♥♥♥ anime game. overall i would say that this is a exceptionally below average game that I wouldn't even recommend even on sale.
A lot has already been said in other reviews about how Yumia's traditional re-invention of the Atelier series signature item crafting has overly simplified it. This entry in the Atelier series starts with the foundation already cracked. Ultimately, base building and open-world traversal don't make up for Yumia's lack of engaging story. Whilst Atelier Yumia has a promising central theme (memories, if the title didn't clue you in), the exploration thereof is ultimately spread too thin due to the large size of the world. The main villain doesn't turn up until more than halfway into the game, and his flunkies don't have enough of a relationship with the main cast to be that memorable. Several moments in the game when they do try to tell a story also grind the pacing to a halt, and deliver it as a series of long, slow cutscenes where the camera pans across your companions as they cycle through a few stock animations to nod agreement or shake their heads. Ultimately, Yumia doesn't live up to the potential of its central theme. The world is pretty enough, but what little polish went into this entry mostly went into the animations in the item crafting - which had to have a "speed up" option patched in because they took too long. Give this one a miss, or get it on heavy discount.
プレイ感想:挙動・動きとCVの同期不良の様な違和感・造形・UIなど、どこかイースの様な一昔前の作品のように感じた。 戦闘は移動・回避ともに範囲が狭く敵の攻撃の視認性も悪い為、被弾必須の状況が生まれているのはマイナス! 今までのリアルタイムが嫌いな自分にとってレスレリのコマンドはプレイへのモチベーションが上がる良い出来だったので、新たなアクションにも10%の期待はあったが、開始早々に挙動への違和感や(特に口の作りと動き)ウルトラワイドに非対応・造形の古臭さを感じる作りの面から察した通りの完成度で、残念に感じた。 フレームレート:60・120・140・同期ON・OFF・(ryzen7 7800X3D・RTX4070Ti SUPER)で検証した結果、どれも挙動がもっさりしていてコマンドの操作の動きも一昔前のゲームの様でさすがに気になりすぎてプレイし続けるのが厳しく、この令和7年に発売された作品としていかがなものかと個人的には感じた。 結論:正直この挙動の違和感でまともにプレイ出来る人の感覚が理解できないし、レスレリの方が低予算感があると書いている人がいたが、個人的に挙動が気になりすぎてこちらはゲームとして評価が出来る段階にはないと感じた。 個人的にはいい歳して遊んでいる大人が大多数を占めている状況に早く気づき、危機感を持たないとダメだと思うし、その様な人はレビューを見ても内容が独りよがりの低知民だと感じるし、今の開発の考えや対応から判断するに質が年々下がっていると感じる。 一人でも大人としての考えや大人として誇れる言動を気にする人が増え、ゲーム業界がもっとプレイの意味・価値を提供できるようにプレイヤー側が成長していかなければならないと考える。 個人的にゲームと軽く見ている人に、日々の生活にも直結してくる部分があるとだけは言いたい。(自分がゲームに対する向き合い方を変えて得たものは私生活にかなり影響していて、人一倍思考や考えが幼稚だった人が周りから大人になったねと言われる事が何度かある程影響しているからである)
아틀리에 시리즈 대법관들에게는 평가가 박하던데 적어도 나는 굉장히 재밌게 함 아틀리에 답지 않은 시리어스한 설정과 스토리 전개가 크게 방향을 잃지 않고 전개되어서 스토리 부분에서 큰 점수를 주고 싶음. 마냥 행복하고 큰 위기 없이 심심하던 아틀리에에서 힐링을 찾던 아틀리에 애호가들에게는 아쉬울 수 있겠으나 나는 등장인물들이 상실에 대해 고뇌하며 성장해 나가는 이야기가 너무 좋았음. 요즘 게이머들이 스토리든 전투든 초반 빌드업 과정을 못 참아하는 경향이 짙어서 평가가 박했다고 생각함. 근데 그 빌드업 과정이 있어야 후에 더 큰 성취감과 보상을 얻을 수 있는 건데... 이게 다 이세계 딸깍물들이 판 쳐서 애들 다 배려놓은 결과라고 봄 ㅋ 진입장벽과 난이도를 대폭 낮춘 연금술은 살짝 아쉽긴 했으나 개인적으로 <소피의 아틀리에2>에서 최고점을 찍은 후에 나온 모든 아틀리에 시리즈의 연금술은 다 아쉽게 느껴지기 때문에 딱히 연금술이 이 작품의 흠이라고 하는 건 억까인 것 같고, 아틀리에 팬들에게는 팬심으로, JRPG 팬들에게는 잘만든 오픈필드 연금 입문작으로서 추천하고 싶음
錬金術の高速化をすると素材を選んだ後完成させる時にランダムでフリーズします。 セーブデータが飛んで読み込めなくなり最初からになります。 以上発売初期には起こらなかったDLCをやるために再プレイ途中したら出会った最悪なバグでした。 アプデは去年の九月で終わってるっぽいのでこれはもう治らないんでしょう。ゲーム内容以前にセールとか来てもセーブデータ消失で虚無を味わう可能性があるので買わない方がいいです。
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.