
"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 → 0.29/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
初見引継ぎ無しレジェンドでエンディング・実績解除までクリア。 お話: ストーリーは全体的に暗めです。今までのシリーズと違い、錬金術が禁忌とされ、ストーリーを進めると過去の出来事が分かりますが、話を聞けばそりゃ禁忌にもなるわってという、過去の悪行がわんさか出て来ます。 あんまり書くとネタバレになるで、これ以上は書きません。 調合システム周り: アトリエシリーズの目玉の調合システムですが、これに関しては過去のシリーズ経験者ほどシステム的には面白くはないでしょうねという印象です。 少なくともシリーズ初心者には分かりやすく過去のシリーズに比べれば圧倒的にとっつきやすいと思います。 今までのシリーズでは素材ごとに特性や品質などがバラバラでしたが、今作では1素材につく同じ性能になり、素材自体がストック可能になっています。 これにより素材厳選などのストレスからは解放されますし、シナリオを進めれば素材複製・調合アイテム複製なども使えるようになりますし、過去のシリーズに比べてコスト等も緩いと思います。 素材自体性能がある程度決まっていると書きましたが、逆を言うなら性能が高い素材があればそれだけで事足ります。 今作では調合アイテムに付与する特性は後付けでつけるシステムが、性能高い素材を取ったらそれを複製して使うだけで、ようが足りることになる。 過去の経験者としては調合が面白くないと言われるゆえんかと思います。※ぶっちゃけ過去作経験者の自分も戦力増強のために連続で調合してると寝落ちしたりもしました。 過去作のストレスになるであろう部分が簡略化されていることで、初心者にはとっつきやすいの確かです。 ただ過去作を楽しんでいるであろう、経験者からしたら、そう言った素材厳選や独特な調合システムが楽しいので今作のシステムは面白くないだろうとはおもいます。 戦闘: ライザのアトリエであった、リアルタイムアクティブバトルシステムこれは人を選ぶだろうとはおもいます。 人によってはターン制バトルのほうがいいっていう人もいますのでこればかりは合う合わないはあると思います。 難易度レジェンドやっていましたが、如実に途中からその時点で作れる最善の武具の作成を求められるのでやっていて結構楽しかったです。 作成しないとワンパンされるので、複数モンスターなどは味方がいないと全ターゲットが自分に集中して、攻撃どころじゃない。※あいつらディレイかけて攻撃しかけてくるので、こちらが攻撃するタイミングが少なくてまともにダメージが与えられない。 錬金アイテムもその都度新しいものを調合して行けば、確実に戦闘が楽になるのでそういう意味では難易度を上げて、プレイとその都度、調合していく必要があるのでそれはそれで面白いかなと個人的には思います。 UIなど: 過去作から不満があった、図鑑周りも多少改善されてましたね、図鑑で必要な素材を確認して、どこのマップにあるかはわかっても、具体的な場所までは教えてくれなかったが、今作ではマーキング機能が付いたので分かりやすいなっているとおもいます。 キャンプシステムが分かりにくい上に、正直なくてもいいレベルの機能化してるのが持ったないと思いました。 キャンプするのにキャンプ地を発見してから、その後にアイテムとしてキャンプセットを使用しつつ、さらにキャンプ料理セットを使用するという、めんどくささ、キャンプセットと料理セットは非戦闘用のアイテムポーチに入れておく必要があり、かつキャンプセットがポーチ容量をめっちゃ食う、上にさら料理セットもポーチ容量をそれなり食う。それでいて効果はまぁなくても困らないレベルのバフが乗るぐらいなので余計にキャンプシステムがいらない子になっています。 取得できる素材アイテムを倍にする効果がありますが、1個あれば、前述した素材アイテム複製機能で事足りるので微妙という。 総評: シリーズ経験者ほどおすすめしにくいかなと自分も経験者ですがなんだかんだでトロコンまで遊ぶぐらいには面白かったです。 リアルタイムアクティブバトルが苦手な方もやめた方がいいと思います。 シリーズ初心者って方にはストーリーは暗めですがおすすめ出来ます。 こんなことをやる人は少ないでしょうが、引継ぎ無し初見。レジェンドやるときは最序盤の強制戦闘がラスボス以上の鬼畜戦闘なのでどうしても勝てない人は素直に難易度下げることをお勧めします。 自分は精神力が持たなくてそこだけ難易度ハードにしました。 理由はその強制戦闘時点ではまともに調合が出来ないので強いアイテムが作れないためです。※引継ぎしてりゃそんなこともない
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 |
|---|---|---|---|---|
| $4.2M | 4.2K | 77% | $44.99 | |
| $4.2M | 4.1K | 88% | $39.99 | |
| $4.2M | 2K | 73% | $49.99 | |
| $4.2M | 81.9K | 85% | $3.99 | |
| $4.2M | 7.5K | 85% | $29.99 | |
| $4.1M | 15.7K | 73% | $9.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $859.9K | 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 | |
| $4.9M | 6.2K | 91% | $39.99 | |
| $156.4K | 1.1K | 89% | $5.99 |
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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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
粪游戏,出BUG,有几个支线一直做不了,4图开拓都完不成。
라이자의 비밀로 아틀리에 시리지를 입문한 게이머로서 평가는 "수작이 될 수 있었던 평작" / 평점 "3.8" 새로운 시도와 개선 도전을 높게 평가하지만 첫 세일 구매임에도 버그가 불편한건 봐주기 힘듬 단점 1. 진행이 불편한 잔 버그 2. 전작 보다 퇴화한 일부 편의성 3. 플레이 타임을 늘리는 일부 불편한 시스템 4. 후반지역에 투자를 적게한 설계 5. 1.5 박자느린 조작감 (PC 기준) 6. 후반에 너무 단순해지는 연금술 밑 연금 하위 아이템 다양성 부족 7. 최고난이도 최종 보스조차 일방적으로 밀어내는 극단적인 사용 아이템 의존성 (라이자도 유사하며 연금술 게임의 현 한계점) 장점 1. 전투 이후에 결과창 단축 2. 자동/고속 조합 3. 높아진 필드 이동 속도감 (중반이후 등장) 4. 소재 추적 편의성 5. 필살기 사용이후 템포 저하 개선 6. 회피와 카운터로 강적과 싸워도 이론상 승리가능 7. 살짝 아쉽지만 그래도 개선된 파티 AI
The worst atelier ever
ce jeux est apaisant, dynamique et facile a prendre en mains. on ne s'ennuie pas et on s'amuse sans pression.
如果你不缺錢又很閒這款又剛好打折再考慮 後面的地圖很多重複內容 有點膩
鍊金工房突破新路線之作,老粉(黃昏系列入坑)覺得非常有新鮮感,人設跟以往躲在後面丟炸彈的纖細少女不同,直接上前線拳拳到肉超級好玩的,探索地圖也並沒有那麼枯燥。 我覺得近年來的遊戲都中了曠野之息的詛咒,不免會被拿去比較,但不同遊戲的探索重點本來就不同,享受當前的遊戲就好。
I like making house. That's the biggest reason for my recommendation lmfao. Gameplay-wise, most of the mechanics are half-assed. There's some tension in boss fights if you don't get overgeared and are playing on the hardest mode, though, courtesy of the dodging system, but it's annoying to swap between items and attacks and alchemy is incredibly tedious even with the skipping patch. I like that the game was developed with a wider audience in mind, rather than just moebuta or the types that got on Ryza because they feel that gooners need to have their own branch of social activism or whatever. However, once again, this shift was half-assed. I fully expected GUST to double-dip with the fujoshis on top of the usual and do some more yaoibaiting with Rutger and Sylvain and Ferdinand von Aegir's lovechild, but it just didn't happen??? Rude!!
If you're looking for a traditional Atelier experience, or even an entry point to the series, this is not a game you should go for. This game feels like a standalone game that was produced as a direct consequence of the influx of open world gacha games we've been getting since the pandemic; This game felt more like I'm playing the likes of genshin impact and wuwa than it felt playing an atelier game. Atelier Yumia is just a different kind of game with its own sets of pros and cons. The exploration and combat are pretty fun but the synthesis and furnishing systems are very lacking. The game is also waaaay too easy. I beat the game on my first try on very hard and my team didn't even have optimal late game gear. 6/10
とりあえず仲間が全員揃ったところまで。 進行不能まではいかないものの、細かいバグが多くあるのはまあオープンワールドだから仕方ないのかなぁなんて思いつつもう少し頑張ってほしいかなというところ。 その辺に関しては公式の問い合わせに書けば対処してくれることが多そうなのでよしとするとして、 個人的にはフォトモードのポーズに座りポーズや寝ポーズがあると嬉しいなと思いました。 今のポーズだけだと若干撮りたいスクショが撮りにくいので。
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.