
"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 → 0.33/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% | 3.3Kreviews | 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
It's a decent enough game, though like the first in the Ryza trilogy suffers from some half baked ideas and horrendous pacing. Much like Ever Darkness, you can see the germ of a great game in here, it's just not quite ready to bloom just yet. The UI could do with some work, there's some unintuitive decisions in the menu system - like how you equip consumables - that irritate, and once you really open up Synthesis it's a pain of multiple individual trees (and as is traditional the ingredient sorting functions give you every option except the ones which would be useful). The base building is a neat idea and the implementation is ok, however they don't commit to it - stick down enough decorations to max out the morale stat and your people are just as happy with a bed in a field as they are with a full blown town house. There's a superflouous camping system which in theory is useful as it allows you to eat meals which provide long lasting buffs, as well as having some character interactions only happen in the camp. In practice the buffs barely register, there's plenty of small base building sites scattered across the map that you never really need to camp to restore health and the like, and getting the tent down is so finickity (in theory it can be done anywhere there's sufficient flat land. In practice it'll complain if there's a slightly longer blade of grass) you end up avoiding it. The main complaints I have are the combat and crafting systems. Combat is real time with attacks and abilities on cooldowns, similar to an MMO. You can attack in melee or at a distance, enemies are usually vulnerable to one or the other, and you've got limited control over your companions. In theory it could be a decent system; in practice 99.9% of fights are just mashing the buttons as abilities come off cooldown until the enemy falls over. Synthesis likewise is good in theory; this time it largely eschews specific types of ingredients allowing you to use just about anything, though you mainly care about resonance. It's badly explained though and, much like Ever Darkness, you're more than half way through the game before it really opens up. On the plus side the open world is actually an open world and a joy to explore; the game even starts you with a double jump to assist in this. There's far fewer invisible walls, particularly above things you should be able to jump over (although fall damage is now a thing). The ability to knock out some of the more common consumables in the field without needing to return to an Atelier is neat. The story itself is fine, though as usual it's the characters where Gust really shine (though also as usual half the party don't show up until relatively late in the game) and the Katana engine has never looked better. Oh, and Flamia is also far less annoying than Fifi. Not the best game in the Atelier series, or the best start to a trilogy, or even the best Atelier game this year given Resleriana - The Red Alchemist and the White Guardian is now out (and well worth checking out if you want a more traditional Atelier experience). I still had a lot of fun playing it though so still a recommendation from me. Here's hoping we get another Envisioned Land game and they smooth out some of those wrinkles.
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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 · 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 2,419 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
進行不能バグ多い
说句实话,在我看来,这一作炼金工坊对比莱莎的画面着实好了不少,地图的探索上虽然着实无趣,但是每次看到自己满探索的成就时却又和自己和解了,对于炼金系统的简化,我觉得有好有坏,好处是省时间,不费脑,更加利好新人,但却把炼金工坊的核心玩法所摒弃了,使得这一作更像是偏向与地图探索的一作,地图上有了更高的自由度,探索效率也因摩托的加入而提升,但是又是典型的做事做一半,有了更高的自由度,却缺少了内核,无趣重复的清问号,简陋的家园建造,显然这一次的开放世界尝试是得不偿失的,但是这一作也并非那么不堪,优米雅这个角色无疑是顶级的,也成为了我玩下去的主要动力
( full review with screenshots: https://www.gaming-parrot.com/post/atelier-yumia-review-cutting-corners ) This is a neutral review, but I went with recommend because there are plenty of negative reviews already. The most important thing to say about Atelier Yumia is that if you're not already familiar with these games, this is categorically not where you should start. Although each new trilogy in the franchise shakes things up in its own way, basically every other game has provided an exceptionally deep crafting system that drives everything else in the game: you explore to find resources to craft items that let you win harder fights and progress to new areas, which gives you new resources to start all over again. Yumia departs from this by focusing on a Ubisoft-esque open world and replacing its combat and crafting systems with what is effectively mindless button mashing. It eventually coalesces into something that is just about worthwhile, but new players should look to basically any other game in the franchise instead. Yumia's poor reviews from experienced players mostly come down to three things: the combat and crafting have been thoroughly dumbed down, the open world is dull, and the game is ugly. I'll come to each of these, but let's start with the combat and crafting. Previous Atelier games typically had crafting systems that were like little puzzle games thanks to limits on how many items you could mix in and requiring specific resources or traits to unlock the strongest effects. Yumia ditches all of that in favor of requiring at most one or two exact items in each recipe and mostly allowing you to put anything (or nothing) in each of three to four nodes per layer. There are little stars scattered around the recipe graph that grant increasing benefits if you can reach them, and better ingredients generally provide more coverage to reach stars, as well as boosting a resonance counter to get even more effects. There's probably a version of this idea that could work with tuning, but what we're giving basically amounts to sorting by resonance area and putting the best ingredient you're willing to spend in each slot. Ingredients do have passive bonuses that make them better to include in certain recipes, but there's no way to sort by these effects and filtering for them after each step is incredibly tedious, so most players won't bother. Worst of all, the puzzle elements are almost completely gone since unlocking the deeper layers of the recipe is controlled entirely by spending magic open world dust rather than by what you've put into the recipe. You can just about see what they were going for if you squint at the crafting system, but combat is just baffling. It's probably supposed to be an evolution of the rhythmic approach to Ryza's combat, but there's so much happening on screen at once and so little explanation of what any of your attacks do that you may as well just mash random buttons until you win. You're supposed to move between the inner and outer ranges and use dodges to evade enemy attacks, but in practice attacks either don't do enough damage to be worth dodging or the attack range covers the entire battlefield anyway, so realistically most battles are slapfights to see whose HP runs out first. Luckily, you level up faster in this game than in almost any other JRPG ever made and all problems can be solved with more stats, so while the battles are utterly mindless, they at least aren't overly frustrating. In the event you run into trouble, you either grind for 5 minutes to get 10 levels or you autocraft some high quality equipment that wipes the floor with all enemies. As for the open world, it's more of a mixed bag. There's no denying that most of the activities available are generic and unrewarding, but they do at least take place in some striking locales. I get the impression that an earlier iteration of Yumia may have had a more survival game bent because of the camp building system that lets you make bases for healing and crafting in each area of the map. There are a ton of customization and functional items to use in these camps, but there's also zero reason to actually use any of it because you can always just fast travel back to your main camp and then again to return to a tower or camp near where you were. The good news is that while the open world is tedious and unrewarding, you can completely ignore it unless you're desperate to chase trophies. Plenty of side quests make you interact with the open world systems, but none of them impact the main story, and focusing just on the main quests gives you something much closer to the flow of a typical Atelier game. I stopped worrying about open world activities completely near the end of Act 2 and enjoyed the game much more from then on. The final common complaint is that the game is ugly, which I think mostly comes from a combination of the fog effects in Act 1 and people playing on Deck or lower spec systems. Yumia certainly isn't going to win any awards for technical graphics, but later areas have some striking designs and impressive vistas. The first area is much more generic, however, and the fog effect just doesn't land. If you're on Deck or something that maxes out with similar settings, meanwhile, the game is just a blurry mess in every area. Although it hasn't gotten as much focus as the other changes, Yumia's story is arguably as much of a departure from previous Atelier games as anything else. Most games in this series don't have real villains so much as impending environmental or biological crises that the party needs to stop. Yumia has an enemy faction and recurring boss fights against them, by contrast, which both serves to provide extra character motivation and make it feel more like a typical JRPG. The story also returns to the darker tones of the Dusk trilogy (Ayesha/Escha & Logy/Shallie) in having a world in environmental crisis and a dimmer view of alchemy. This isn't gritty by any means, nor even as dark as recent Tales of games, but it's a big shift in tone from the happy atmosphere of the Ryza trilogy. The result is a decently entertaining story that's held back by a somewhat weak cast of characters.
Me ha encantado. Ha sido un lugar calentito en el que estar en todo momento. 10/10 me ha dado todo lo que quería.
I bought this game after enjoying the demo. After progressing in the open world, the game has become unpleasant to play. The optimization of this game is quite poor. I've tried playing on Steam Deck and my PC and both run terribly at normal settings. I have held out on writing a review hoping that the developer will update the game with improved optimization, but its not happened. It's a shame that I played just too long to get a refund when I first bought it...
上帝啊我居然破玩這款遊戲還解了全成就,拜託製作組看一下那些詳細分析這款遊戲哪裡不好玩的,我只想說優米亞的動作與跑步還有騎車部分還算真的滿有趣的,但剩下的其他地方真的一言難盡,唉。
El peor Atelier de toda la saga
Juegazo, la verdad es que solo había jugado el Rayza 1 de esta saga y me pareció chulo pero lentillo. Sin embargo este tiene de todo: Un mundo enorme que explorar, buena historia, buenos personajes, la verdad me lo he pasado genial con el. Yo soy de esas personas que siempre empiezan los juegos en la máxima dificultad, creo que ahora tiene una más, y la verdad al principio me costaba la cosa, hasta que le coges el rollo al sistema de combate y de alquimia. Además yo siempre exploro concienzudamente todo, y no avanzo de "mapa" hasta que tengo todo descubierto etc, así que llegué al final del juego bastante op. Imagino que para esa gente que solo corre la historia principal pasando de misiones secundarias etc son los que dicen que se les ha hecho corto, igual en facil imagino sin farmear ni construir nada porque lo dicho las horas que yo llevo cuando hago esta reseña son las que me han costado haciendo todo lo que había en este momento, y no era poco para el estilo de juego. Lo dicho me ha encantao, para ser una mezcla entre rpg clásico y mundo abierto tan de moda hoy en día me parece un acierto y todo un avance respecto al ryza que era muy de revisitar mapas para farmear todo el rato y al menos a mi se me hacia más bola, imagino que para los fans que quieren que el próximo juego de una saga sea igual que el primero que hicieron hace 20 años, ya sabéis cualquier tiempo pasado fue mejor siempre XD, púes no les molará por lo mismo. Lo dicho hay gustos para todo, pero al final del día es muy entretenido y tiene muchas cosicas que cogerle el rollo, entre alquimia, construir, farmear, misiones etc...
Overall this is a great J-RPG game but it's not really optimized for the PC when it was ported over. I do like the environment graphics, character designs, and story. The controls do have a learning curve. I played almost exclusively with a controller for this game. It can be a little overwhelming in the beginning to learn the game dynamics and how things work in the game's world. If you prefer open world exploration then you'll like this game. It's not really restricted for open world roaming around like some other RPGs where you can't do certain actions like jump but not in this game. My biggest disappointment with the game is that it's not optimized for PC hardware as mentioned earlier. Even playing with a high-end PC it still barely gets to 130fps at 1440p max settings. I feel the game is really meant to run on the "Standard" settings at 60FPS in either 1080p or 1440p which is a shame. I'll still recommend this game despite the poor optimization if you like J-RPGs and open world exploration.
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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