
"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 → 0.25/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 841 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
炼金工房的核心炼金系统被删的啥都不剩,调和的过程完全就是随便硬怼好材料,这还能叫炼金吗?炼金工房抛弃炼金系统那还剩什么?战斗?画面?剧情? 战斗方面,想做的东西一堆,先不说具体效果怎么样,操作手感还有引导都和没有一样,而且炼金工房的战斗道具占大头,然而调和做成了一坨。 画面就更难绷了,虽说本身日厂的画面期待就不会很高,但怎么能做成这样?我看到的建筑全都是又脏又糊,这个效果美术看着不觉得奇怪吗?人物算是画面里为数不多能看的了,但是也没有好到哪去,不知道是本身颜色就怪,还是后面这一点原因导致的。最后就是这作画面最离谱的一点,那就是除了野外,到哪都是黑漆漆的一片,要么直接反过来亮到爆炸,哪怕就在炼金工房里的光也是又暗还发黄,怎么?光荣这么个游戏厂商连个场景灯光都调不好吗?这东西是可以直接不管的吗?这效果甚至还不如前作的莱莎,很难想象这是一个2025年的游戏,居然能做成这样 然后剧情?抱歉,炼金玩法的删减还有这个难绷的画面,我玩不下去这个游戏。如果光荣打算继续这么做游戏,那我可能也该和炼金工房系列说拜拜了
残念な出来 そう言わざるを得ない デジタルデラックス版を予約購入したが 今後アトリエシリーズでそういったことは控えさせていただく いい点 キャラがエロい 序盤のワクワク 本当に最序盤だけだが どこに行っても見つけるものがあり 敵の強さも程よく緊張感とともに探索が楽しめた ダメな点 敵が弱すぎる あまりにもひどい 体験版の範囲でもう雑魚化は始まってた 最高難度にしてるのにボタンポチポチで終わる 調合がつまらない 初見時の面白そう感だけはあった やればやるほど底の浅さが露呈してすぐに飽きた 前述通り敵も弱いので頑張る必要もない アトリエで調合つまらんかったらもう終わりですよ そもそも戦闘が全く面白くない あの回避システムは何? タイミングとかないのか 頭からっぽでボタン連打してれば全部かわせるんだが ライザの時からそう 仲間も出したいアクションにもしたい気持ちは分かるが はっきり言って欲張れるほどの技術力がないようだ とにかく画面がやかましい 情報が分からない 良くないテンポの速さなんですよ 良くないテンポの速さ シナリオ あまりにも無味乾燥 既視感しかない 「なんかこういうのが人気出そう」という要素だけでできたガワだけの物語 このゲームを通して伝えたいこととかないのか? やった感想が「あーゲームはつまらんかったけどキャラエロかったー」しかないけどそれでいいのか? キャラ エロいのはいいが 他は見るべき点がない とにかく深みや個性がない シナリオと同じで「人気出そうな要素だけでできたガワだけの存在」という感じ レイニャが必殺技の時性格変わってるのは好きだったかな…まあ個人的にそういうのが性癖というだけだが なんだったらエロさも物足りない ニーナの水着がその程度かよ もっとスケベに決めろよ エロ売りできるレベルではねえ 宝物庫 宝箱 これ これが何だったら一番文句言いたい 何の意味があったんだよ!!!!!!!!!!! 何回開けても何回開けても チ〇カスみたいなクオリティの雑魚しか出てこないんだけど!!!!!!! そりゃ自分で作るアイテムより強いのが出てきたら興覚めだけどさ! 存在自体が意味ないのを設置すんじゃないよ!!!!!!! しかもこれ 宝物庫は鍵自体がなかなか見つからなかったり 宝箱はリペアツールを錬金させられたり 狙撃であっちこっち撃たされたり 何かをやらせてくる なのにクソ雑魚 他ゲーより取得が面倒くさいのに他ゲーよりクソ雑魚 そんあことある…?マジでどういう意図でやったのこれ これがやってて楽しいと本気で思いましたか こんなにも宝箱にがっかりさせられ続けるゲームって古今東西あるのかな なんでゲームにおいて宝箱要素が面白いのか 根本的な部分が分かっていないとしか思えない プレイヤーの労力をなんだと思っているのか ハウジング 本当に興味なかったのに探索度?とやらのせいで無理やりやらされてクソつまらなかったとしか覚えてない その他 フィールド上でベラベラしゃべんな 最初は良かったよ最初は 仲間と旅してる感があって でも何回も何回も何回も同じことしゃべってくんじゃねえ 言われなくても自分で持つよバカメガネが あとファストトラベルがあまりにも便利すぎるだろ マナが濃い地域に入ったなあ危険だなあとか言ってるけどいつでもビューンと帰れるんだよ 緊張感もクソもねえ 即席調合のシステムは良いけどファストトラベルが便利過ぎて機能してないんだよ 必要性があまりにもないから リソース管理の面白さこのシステムで出ると思ったか? この雑魚の敵しかいないいつでも帰れちゃうワープありの環境で カメラワークが嫌とかUIがなんかわかりにくいとか調合開始時の演出が長いとか ちっちゃい不満は発売時からあったが やればやるほどそんなのがどうでもよくなるほどの不満が募り募って今爆発してる 本当に楽しみにしていた 非常に残念 DLCシナリオ デジタルデラックス買っちゃってるからできるけど 放置すると思います
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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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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 842 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is essentially a Genshin impact clone. Here are some things I noticed within an hour of gameplay. 1. Yumia shouldn't be running around with her super high heels because her running animation looks awkward. 2. The game's extreme hand-holding bothered me. I am into an hour of the game and still in essentially a tutorial phase. Just. Let. Me. Play. The. Game! Having said that, excessive cut scenes as well, some of which cannot be skipped but can be fast-forwarded. 3. The game has way too many features, and you won't make most of it because you won't be able to remember everything. 4. Combat is extremely shallow with you killing monsters way too fast. In fact, the combat was ending so fast that the combat ending animation was taking more than the combat itself. (This was under normal difficulty.) 5. Synthesis is meaningless since you won't need them in combat. Overall - 1. Not worth at its full price. Get it at a deep discount. The quality overall is just about average. 2. If you are an Atelier fan, avoid this. If you are not a fan of Atelier series, try it out because this is a Genshin Impact clone in almost all aspects. 3. This Atelier game has a far mature female lead than other Atelier games. This is a pro for me. 4. I would have given this a neutral rating if I could.
The alchemy system so simplified and poorly tied to the gameplay loop that there is very little reason to explore it in-depth. Its not a game about alchemy, its an RPG with some alchemy elements.
아틀리에 느낌 안 나는 아틀리에라는 건 팩트인데, 그게 꼭 나쁜 건가는 잘 모르겠다. 추억 보정 걷어내고 말하자면 아틀리에들은 원래 스트레스 받으면서 하는 게임이 맞다. 유미아는 스트레스 요소를 없에겠다고 초가 삼간 다 태워버린 감이 없잖아 있긴 하는데 최소한 거스트가 뭘 하려는지는 알 것 같다. 물론 나 같은 사람(변태)들이야 연금 가마 앞에서 40분동안 똑같은 노래 들으면서 인계 특성 노려보는게 즐겁겠지만, 킹반인들한테 아틀리에 떠먹여보려고 시도할 때마다 내가 마이너란 걸 배운다. 아마 극초기에 산 사람들은 화딱지가 날만큼 치명적인 문제가 많았던 것 같은데, 후발대가 보기엔 이렇다: 1. 언제 패치된 건지 모르겠는데, 그냥 하늘 볼 수 있다 2. 3060으로도 그럭저럭 돌아간다 3. 밸런스 이상하다 해서 난이도 하나 더 늘었다
Good JRPG, but not for the Atelier part. The alchemy is too easy and too strong too quickly, no challenge. The characters and stroy are entertaining and got me to play til the end. The open world is a bit too big for its own good. The combat system is fun but quickly you become very strong and kill anything in seconds.
The game is not well optimize even on a powerful pc. In combat there a big white flash that take over the whole game and you have to go into settings to fix it. You can't play this game on low end pc cause it take alot of Vram when a other KT game Atelier Ryza 3 same enige same scope runs better, im running this on RX 7800 with 16gb of vram.
I really wanted to like this game. Yumia has an excellent design, the setting is cool, and the tone reminds me of the Dusk trilogy. However, the alchemy has taken an absolute nosedive. The vast majority of nodes have no specific requirement, so ingredients only really matter for unlocking recipes aside from having 1-4 ingredients that you use to fill every available slot. The trait system is an add-on that's done after alchemy, so the challenge of taking a trait through various stages to get to the desired result is gone. If you want a relatively easy JRPG with an open world, this isn't bad. But fans of the series will mostly just find disappointment.
Atelier Yumia will go down as the most love it, or hate it game in the franchise. It's biggest issue being that it does not allign withmany of the Atelier conventions. The game doesn't play much like most every other game, instead opting for a more open world/exploration based adventure then a straight up JRPG. Previous Atelier games like Ryza 3, or Firis also had open world mechanics, but none of them went as far as Yumia does. Because the Atelier fanbase is a dedicated one, this causes many people to dislike the way that Yumia plays. I understand that sentiment, unlike the other Atelier games, you really need to be the intended audience to enjoy Yumia to it's fullest. That said, if you ARE the intended audience, Atelier Yumia will be one of the best games in the franchise. This game has so many highs in the franchise for me. The party, and they're chemsetry is great, and the story takes itself far more serious then any of the atelier games that aren't in the Dusk or Iris series. As for the gameplay, it does exactly what I wanted from an open -world Atelier game. Instead of adding open-world elements to an Atelier base, they added Atelier elements to an open-world base. The world itself is big, and there are plenty of things to do there. I wouldn't even say that completing the game is a pain. I got 99% of the way there, and only at the very end did I start to feel like the side-objectives began to feel a little repetetive. It does way more with the world then a game like Ryza 3 did, where all you can do when exploring is open treasure chests that have at best a rock in them. The alchemy takes a back seat here, which is a little dissapointing. It may be the biggest flaw the game has. The minigame itself isn't that interesting, and it is by far the easiest to make the best version of an item here. Due to the removal of traits associated with the ingridents, you only need to worry about the effects when synthisizing, when you unlock rainbow neutrilizer, and make a high quality one, you pretty much are set for the rest of the game. Aside from that, I honestly don't really think the game has any flaws for me. As said, you need to be the right audience to enjoy this game. If you like both Atelier games, and open world games, I'd say give it a try. I am looking forward to how this series continues in the future. (but please do not make Yumia 2, give a new protagonist the wheel.) 9/10
ストーリーがつまらない上長くてクドイ、ラスボス前は特に最悪。
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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