
"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% | 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 843 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
ゲーム自体は面白そうだった 複数のモニターを接続してる環境下で指定のモニターを選択できないのは致命的。 メインモニターを変更して試してみるもなぜか今度はサブモニターに表示されるなど。 このゲームをプレイするために他のモニターの接続切れってこと・・?勘弁してほしい。 プレイするたびにモニターの設定を行うが4KとFHDの混合モニター接続のせいなのか 遊びたいモニターを選んで解像度も変えるが何故かマウスとゲーム画面とのズレが生じる。 毎回このストレスと戦いながらゲームはしたくないので返金。 PS5で中古品買うかな
玩此作前看到褒貶不一的評價一直不敢玩,最近將STEAM上其他鍊金工房系列都打一遍後,也看到新作卡莉亞公佈後終於開始玩優米雅,其實也沒評價說那麼差。 最多人批評的調合系統是簡化了,稍為了解一下材料效果基本都造到效果不錯的道具,但其實跟秘密系列比都沒簡化多少,純粹是特性脫離了武器道具後少考慮1個因素,個人反而比較喜歡這改動。 戰鬥的話見人見智,個人是比較喜歡以前的回合制,但總比秘密系列那種好,探索方面能玩的東西也比之前系列的多,開放世界方面也比萊莎3明顯進步。只是這遊戲預設的畫面設定應該有問題,要弄一輪才能正常玩,弄好後整體表現很不錯,相比秘密系列個人一定會推薦優米雅,續作的卡莉亞預計會首發購入。
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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 844 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
アプデで調合時の高速化があったようですが、高速化を使用すると画面が固まってしまいます。ゲーム自体は面白いのです。アトリエシリーズは個人的に調合してのアイテム作成や装備作成がメインと思ってますので、今作の調合に時間がかかる、また画面が固まってしまうのは残念です。
疑似是历代班味最重的女主角了
炼金工坊凯子也很难给好评啊,虽然拖了这么久才通关。地图材质差的问题虽然莱莎苏菲的时候一直就有,但都开放世界了还保持那么差,就给人一种乱七八糟的感觉。另外数值崩坏的也太严重了,拉满的炸弹甚至不放特性,包括boss在内的怪都吃不了几下。这个余音断片和配方等级挂钩感觉是败笔中的败笔啊,我到底要刷多少余音断片才能把配方都拉满啊?太重复了。 硬要夸的话同伴们的角色还是比较鲜活的。总体不是很满意,希望下一作能把炼金工坊和开放世界如何混合的理念搞搞清楚。
艾菈可愛, 蕾妮雅可愛
好玩游戏就是优化确实一般
我想玩优米雅,不想玩优米雅的炼金工房。 本作炼金系统深度可以说没有,导致数值究极崩坏。等级装备没什么存在感,不需要破防也可以使用道具一两刀秒怪,只要清清问号不会出现怪物打不过的情况。道具合成非常简单,解锁温室后合成材料也多到用不完,惟一会卡的就是提升制造等级的余音断片。快打第二章boss莉莉波蕾亚的时候,已经可以搓出来三个词条lv9-10和999品质的道具,打怪就是进战按rb切道具,xyab随便按按怪物就没了。莉莉波蕾亚也是一刀风精进CG,两刀迷幻之剑再进CG。 清单开放世界免不了点对点清问号,但它做到了无聊中的无聊,开枪点下灯,电线拼图开神庙,路上偶尔刷一下打某某怪的任务,重复一遍又一遍,做起来很快就打瞌睡。如果喜欢优米雅的人设且不是炼金系列老粉,可以买来玩一下。
⣿⣿⣿⣿⣿⣿⣿⡿⠟⠛⠉⠉⠉⠉⠋⠉⠉⠙⠛⠛⠻⠿⢿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⠿⠋⠁⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠈⠉⠻⣿⣿⣿⣿⣿ ⣿⣿⡟⠁⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠙⢻⣿⣿⣿ ⣿⠏⠄⠄⠄⠄⠄⠄⠄⠄⢀⣔⢤⣄⡀⠄⡄⡀⠄⠄⠄⠄⠄⠄⠄⠄⠄⢻⣿⣿ ⠏⠄⠄⠄⠄⠄⠄⠄⢀⣀⣨⣵⣿⣿⣿⣿⣧⣦⣤⣀⣿⣷⡐⠄⠄⠄⠄⠄⢿⣿ ⠄⠄⠄⠄⠄⠄⠐⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦⡀⠄⠄⠄⢚⣿ ⣆⠄⠄⠄⠄⠄⠄⢻⣿⣿⣿⣿⡿⠛⠛⠛⠛⣿⢿⣿⣿⣿⡿⢟⣻⣄⣤⣮⡝⣿ ⣿⠆⠄⠄⠄⠄⠄⠄⠄⠄⠉⠘⣿⡗⡕⣋⢉⣩⣽⣬⣭⣶⣿⣿⣿⣿⣝⣻⣷⣿ ⣿⣦⡀⠄⠄⠠⢀⠄⠄⠁⠄⠄⣿⣿⣶⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡟⣿ ⣿⣿⣿⡆⠄⠄⠰⣶⡗⠄⠄⠄⣿⣿⣿⣿⣦⣌⠙⠿⣿⣿⣿⣿⣿⣿⣿⡛⠱⢿ ⣿⣿⣿⣿⡀⠄⠄⠿⣿⠄⠄⠄⠨⡿⠿⠿⣿⣟⣿⣯⣹⣿⣿⣿⣿⣿⣿⣿⣦⡀ ⣿⣿⣿⣿⣷⠄⠄⠄⢷⣦⠄⠄⠐⢶⢾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇ ⣿⣿⣿⣿⣿⣧⡄⠄⠄⠉⠄⠄⠄⢉⣽⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠟⠄ ⣿⣿⣿⣿⣿⠟⠋⠄⠄⠄⠄⠄⠄⠈⠛⠿⠿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠋⠄⠄ ⣿⠿⠛⠉⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠘⠿⢿⣿⣿⣿⣿⣿⠿⠋⠄⠄⠄⠄
I wouldn't say I have an encyclopedic knowledge of the Atelier games -- I've really only played Sophie 1 and 2 -- but I have to say I came away feeling impressed with Gust here. They're essentially an Atelier game factory, putting out on average a game a year (though apparently Resleriana followed Yumia here just six months later!) and they could've just kept doing what they were doing. But this is sort of adventurous; this is a far more active and open game than a pure RPG and while it takes some of the old Ubisoft tropes (voice logs! I can't believe we're still listening to abandoned voice memos!) I think Yumia really has Breath of the Wild on its mind. From the gentle Hateno Village-style OST on encampments to assembling champions from different areas to the 'corrupted' appearance of the final area to the moralising on the hubris behind endless techno-optimism -- all the same tropes are here, alongside gradually uncovering a mostly-abandoned post-apocalyptic world with the help of ancient technology. They didn't need to try and do an Atelier BOTW! We could've done some basic mechanical tweaks to the alchemy minigame, we could've kept gating it the same way we gate previous RPG entries and turn-based systems. I think choosing to go above and beyond and even inverting the usual sense of scale to something more grand, ambitious, and sad -- a world that hates alchemy altogether -- is laudable here. So when there's the occasional bug (gratefully I started playing just in time for random crashes to get fixed, so no crashes for me!) I felt like "ah well, this isn't their usual thing" and just carried on with it. Likewise, with combat, while Sophie 2 was masterfully tuned to be just difficult enough if you weren't on top of your alchemy, Yumia can kind of take or leave the alchemy, which felt odd. I think they expected this entry to take in a lot of new players who were unfamiliar and maybe a bit scared to make items themselves; so you can beat them game basically without them, and the game constantly gives you, like, C-level equipment upgrades about an area or two after you should've gotten them *just in case* you didn't craft the item. But if you're like me and you minmax the skill tree to make 999 quality stuff, this game is ridiculously easy. It's kind of satisfying to drop a double burst from an item (that btw has infinite uses here? That's new) and one-shot an enemy, even bosses, because in a sense it meant that going out of my way to get the alchemy done means I never actually have to worry. Surprisingly this go around I wasn't in love with the music. It just wasn't notable; music is usually an Atelier strong-suit and it was just ... background here. The whole 'choices matter' aspect also felt a bit extraneous in a game where your agency is so thoroughly expressed in traversal and equipment customisation... not to mention just how much work went into The Sims-style build mode. Yes! Build mode! Why is this here? Instead of making item creation a resource sink they really want you to build, like, 16 bases and pour all your mats into it for a "comfort bonus", giving yet more buffs, in a game where combat has no challenge at all. Again -- I think this is meant to be a pull for new players, to get lost in something that Atelier usually isn't known for. But all in all, as I poured more time into the game I liked it more and more. It has a weary heart to it, even though it can't quite get as dark as I expected it to get. It's sort of on the level of a somewhat-dark Saturday morning cartoon rather than an actual intense investigation of its themes, but they know their audience, I guess.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $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 | |
| $5.6M | 7.1K | 90% | $39.99 | |
| $156.4K | 1.1K | 89% | $5.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.2M | 4.6K | 78% | $44.99 | |
| $4.2M | 4.3K | 88% | $39.99 | |
| $4.2M | 4K | 93% | $24.99 | |
| $4.2M | 2.7K | 73% | $49.99 | |
| $4.2M | 81.9K | 85% | $3.99 | |
| $4.2M | 7.5K | 85% | $29.99 |