
"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
I waited almost a year for this game to be released, and the characters are great. Honestly, many people play it mainly because of Yumia, and I’m no exception. However, the game feels more like a typical JRPG than a traditional Atelier games. I personally prefer the turn-based Atelier games rather than an ARPG style. Because of that, I’ll probably play Atelier Resleriana instead of Atelier Yumia. As the A26, it feels like a waste of such a well-loved character when the gameplay itself isn’t enjoyable for fans of the series. The game is also quite pricey and poorly optimized. I think I’ll just wait for a DX version, or maybe see if there will be a Yumia 2 in the future and it probably will, so then i will come back to this, see you in the future.
Me ha encantado. Ha sido un lugar calentito en el que estar en todo momento. 10/10 me ha dado todo lo que quería.
Media

Related
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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 |
|---|---|---|---|---|
| $859.7K | 4.8K | 79% | $7.99 | |
| $1.4M | 5.8K | 91% | $14.99 | |
| $12.2M | 9.3K | 80% | $49.99 | |
| $3M | 10.3K | 89% | $14.99 | |
| $5.6M | 7.1K | 90% | $39.99 | |
| $58.8K | 920 | 91% | $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 2,419 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
( 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.
can you really call it an Atelier game if there's no synthesis cauldron
a breezy, blissful open world game. puzzles aren't too hard, characters and story are heartwarming. i would definitely recommend picking this up, especially on sale. also! yumia looks really cute with the gothic dress you get from the deluxe version, i used it the whole game!!
Le rework de l'alchimie est un downgrade le moteur de jeu est depassé la difficulté est inexistante si l'on passe un peut de temps a s'optimisé la storyline ... certain personnage sont intankable bref a eviter, jouer plutot a atelier ryza.
연금술 왜케 개노잼됨 아니 내 연금술사 자격증 1급이!!!
アトリエシリーズの新しい挑戦ということで、様々なシステムが一新されてました。 新しくなったことで面白くなった面といまいちな点が出てきましたが、新しい挑戦自体は称賛に価すると思います。 オープンワールドやバトルにアクション要素を加えたのはよい面白かったのですが、惜しいと思ったのは調合のパズル要素がなくなり、強い素材を詰め込むだけになってしまったこと。バトルがわちゃわちゃしすぎて見づらく、ジャストガードや回避の気持ちよさがないことですかね。 ゲーム全体の進化の方向性はとても良かったです。 少しのブラッシュアップで飛躍的に面白くなると思うので、次回作にとても期待します。
玩了那么多jrpg,这个游戏是唯一在新手教程让我感觉血压高的。。。新手教程就是一坨,然后任务点的提示也不明确。。。无语了
缝合了过多元素导致变成罐头游戏,每到一个新的地图都是重复刷据点,作为核心的炼金系统也大幅简化,此外故事较为老套,人物塑造堪称单薄,关于这点,我玩到后期都没搞懂主角团的关系怎么就突然变得这么亲密无间了。。。不过,体验还算过得去,勉强给个及格
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.
Related
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|---|---|---|---|---|
| $4.2M | 4.6K | 78% | $44.99 | |
| $4.2M | 2.7K | 73% | $49.99 | |
| $4.2M | 7.9K | 88% | $19.99 | |
| $4.2M | 16.8K | 81% | $12.99 | |
| $4.1M | 10K | 79% | $12.49 | |
| $4.1M | 3.6K | 97% | $29.99 |