Atelier Yumia: The Alchemist of Memories & the Envisioned Land on Steam - User reviews, Price & Information

Quick menu

"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.

Atelier Yumia: The Alchemist of Memories & the Envisioned Land is a exploration, female protagonist and jrpg game developed and published by KOEI TECMO GAMES CO. and LTD..
Released on March 20th 2025 is available only on Windows in 9 languages: English, French, German, Spanish - Spain, Russian, Simplified Chinese, Traditional Chinese, Japanese and Korean.

It has received 2,317 reviews of which 1,524 were positive and 793 were negative resulting in a rating of 6.4 out of 10. 😐

The game is currently priced at 69.99€ on Steam, but you can find it for 46.19€ on Instant Gaming.


The Steam community has classified Atelier Yumia: The Alchemist of Memories & the Envisioned Land into these genres:

Media & Screenshots

Get an in-depth look at Atelier Yumia: The Alchemist of Memories & the Envisioned Land through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows® 10, Windows® 11 64bit
  • Processor: Intel Core i3 8100 以上, AMD Ryzen 3 3200G 以上
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 1650 以上, AMD Radeon RX 570 以上, VRAM 4GB 以上
  • DirectX: Version 12
  • Network: Broadband Internet connection
  • Storage: 40 GB available space
  • Sound Card: 48000Hz、16bit、ステレオ
  • Additional Notes: ウィンドウサイズ 1280×720 30FPS グラフィック設定「LOW」 ※Windows® 11をご使用の場合、Windows® 11のシステム要件に準じます。

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

March 2025
Yes this is a recommendation but with a huge disclaimer. So the negatives up front: Have you ever played janky JRPGs? This is one of them. I'm not talking about the game being broken but about the fluidity of the gameplay. You get stuck on small pebbles on the road from time to time and have to jump and jumping feels stiff. Yes it is more realistic to have no control over your body after lift off but most games give you some form of mobility after the initial jump because it feels stiff and makes traversing vertical maps a pain. Here you have initial momentum if you jump from movement or none. Same goes for other animations like swinging your weapon to initiate combat locks you in place in an animation no matter of it connects or not. Which is especially annoying since you gather some materials by hitting them. Pressing a button locks you in a 2 second fixed camera animation. You have different Ammo types which you can toggle through with the D-Pad but it doesn't just jump to the next ammo, no it opens the interface and only the next press does. You have probably a thousand different crafting materials which opens another can of worms. When using Alchemy, arguably the main selling point of the game, there is a sorting and a filter function. What is not there is a category switch so you have to use the filter for every point of the way or scroll through a torrent of crafted mats just to get to the raw materials. MY TIP HERE for the alchemy: USE THE MOUSE , I don't know if I am in the minority but I play action RPGs and the like with a game pad and doing alchemy with it is driving me insane and that leads to a good point for the game which honestly surprised me. The mouse and keyboard control of the menus and such works. It doesn't sound like much but all the JPRGs I have played feel like they are intentionally making the m&k controls bad like, no mouse cursor in the menu or sticking the cursor to selection boxes in the menu or the most recent example monster hunter, before being able to change something in the menu you have to click on the option and then go back which makes ZERO SENSE but this is not about monhun but EVERY Japanese game I have played over the years was played by a "we hate PC players" interface. Here it not only works but actually improves the experience. By using the mouse in alchemy you can just select the nodes you want, quickly click on filters and such without the need to cycle through it all and the best part is you can scroll through the huge inventory of items and just click on what you want which almost made me want to quit with a game pad. The biggest problem many people have is probably performance which is just as usual for Japanese games, they don't care about PC ports. It is playable but It does not look good enough for the performance it want. Ever since I played Granblue Fantasy Relink every anime styled game is just a visual disappointment to me honestly. Edit because I forgot: If you have stuttering issues like I did TURN OFF STEAM OVERLAY . I've read this tip countless times over the years and it never changed anything, here it suddenly made the game playable. The stuttering was completely gone. The next thing I am not sure if it is a negative for everyone or just for me. I have been consuming Japanese media for decades, in the beginning just anime and movies and later web and light novels and I mean hundreds of both. So to me this entire story and all the characters feel like I have seen them before honestly. Especially the "you belong to a certain group of people so you must be like them" trope which is not really racism but almost. Here it is wow alchemy bad so you bad. I understand where they are coming from but the implementation is meh at best. If you people think alchemy is a taboo why is our protagonist not in a dungeon in chains, actually ostracised or so on, my point is that it feels half baked. Tales of Berseria had a similar problem like Japanese devs are afraid to show the actual dark side of humanity. And I've seen the entire premise hundreds of times so to me it feels like they just worked off a template. Like I said this might be just a me problem. The last two negatives are about the combat. The combat is super unbalanced. In the beginning it is okay I guess but as soon as you use alchemy to craft half decent gear even on higher difficulty you just steamroll everything. What might influence this as well is that you level ultra fast. I am by no means done, I am in region 2 out of 4 and I hit max level a few hours ago. Also the difference in damage between combat items and actual weapons is highly off in my opinion. The good: The characters are likeable and actually believable. Many Japanese authors try to make their characters overly nice and likeable which has the opposite effect on me honestly. Here the characters are not really super deep but from all they say, how they interact with each other and the world, their backstory and so on they are coherent and well written. The dialogue is also well written and Voice acting is really good. Almost makes me glad they didn't do an English voice option. The real meat of the of the Game are "exploration" and the Alchemy. The world is designed relatively well but I put the exploration in quotes because in the end you are working off a list of question marks which may not be for everyone. The alchemy on the other had is pretty fun once you get used to it and actually use a mouse instead of game pad. It is not too complicated but also not too simple, just right I would say. I haven't played the previous Atelier games and waited until they did a new story line so I can't compare. This may be a wrong comparison but I kinda liked the crafting in Tales of Zestiria and I would say it is similar in complexity. I spent hours just synthesising stuff so fair to say I like it. It could use some improvements, like the ability to save loadouts so when you find your perfect recipe you can just press a button and repeat it, especially for crafting items which you will need a ton of. Also like I said earlier the material choice could use a simple category toggle without needing the filter. Just press RB/LB or I dunno 1 and 3 to toggle through it. The story so far is interesting, not groundbreaking but good. The character and monster design is really good. The music is good but I can't shake the feeling that I have heard half the songs before I don't know why. My Personal Conclusion ( take it with a grain of salt): I would recommend if you like this specific type of JRPG and that's why I gave this is thumbs up, people not interested in that kind wouldn't be here honestly. What I am still struggling with is the fact that the game costs 70€. Don't get me wrong, it is huge, humongous even but it feels WAY too janky and unoptimized for that price. For 50 I would probably recommend it without any arguing but 70 feels wrong so buy it if you want it but if you are not 100% sure wait for a sale or better yet wait and see how they patch it and maybe how the DLC with new maps performs that, according to the season pass, will come later this year. If anyone ever reads this: thanks, have a lovely day.
Expand the review
March 2025
Tl;Dr - The game is fun, but absolutely not an atelier game, and definitely not worth the aaa pricetag, grab it when it goes on a 25%+ sale There's not much I can add to what others have said, though I'll list a few key points, both good and bad In general, the game looks pretty from afar, but up close, textures leave a lot to be desired, both for terrain or the characters Yumias outfit looks slightly off due to censorship, but they left in a character designed to BE fanservice, which makes no sense imo The crafting is... Not good, though the changes do make it a little easier to get an ideal piece of equipment Tools being required for gathering has been scrapped, personally I like this change, though for longer fans of the series it feels like a kick in the teeth, understandably The energy system is implemented incredibly poorly, with practically everything done while exploring requiring some, but only having recharges at bases (which most bases cant even place them) or at areas significant to the story On that, the exploration is the highlight of the game, with the world being very large, and item collection being streamlined, even the puzzles for the most part feel pretty good in the overworld, unfortunately, the combat absolutely doesnt live up to that. Combat has a few primary elements that should go hand in hand together, being items and skills, each with their own cooldowns (though ranged/melee seem to share a cd, but its never explained so I'm not completely sure) so you'd think "well, why not just alternate between them" which is the intended gameplay loop.. But when you try to swap between menus, the game says "oops, youre using a skill, we can't let you look at the other menu" which just leads to the already boring combat feeling even more tedious (also I managed to hit a bug which led to Yumia being locked in place in combat, which was also running in slow mo, I unfortunately don't know how to replicate it so can't send a bug report) Even after all these complaints though, I'm pushing through it and having a blast, with the characters being likeable, and the story, as simple as it may be, being pure wholesome atelier, and who's to say, the game's only just come out, there's still a good chance a lot of these issues will be fixed soon. Edit: The censorship is her skirt being lengthened to hide her (still fully rendered) underwear, instead of just... not having it on show in the first place? Currently no method to fix it either, unless you consider the swimsuit dlc "fixing" it. The kicker is that the devs made the excuse that "sure, the skirt is long and tight, but she has magical buttons that automatically undo so she can do the athletics in her skills"
Expand the review
March 2025
After reading some of the negative reviews and seeing the game at 'mixed' have to write a review myself. Don't want the game to end up as underrated. I do understand those people that are not being able to play the game for performance reasons. Hopefully they get the game working. Gonna give some various tips if your'e a new player here as well. Performance. I did disable bloom, light shafts and motion blur. Also playing on 60fps. My pc is powerful enough to handle everything on highest but my eyes are not. Did read people being able to run the game on mediocre laptops but also read people not getting the performance they want on their top tier pcs. I congratulate the latter ones on having strong eyes.. being able to handle 120fps+ but still complaining about wanting more. Characters and story. When I first found out about the game and Yumia character design was quite dissapointed. She looked a little too 'mature' compared to a sweet Sophie or most other previous protagonists. I play atelier games to cleanse my soul not to corrupt it lol and I blame the simping for Ryzas thighs for what happened here. Anyway I play very very slow and 14hrs in am still in the part of the story where I want Yumia to kick Victor in the ****. Thankfully Yumia is not just a punching bag wanting to be accepted and i see hints of her having her own reasons for enduring the 'mistreatment'. Love her voice acting and the character has a certain wit about her that makes me smile. I think she's great.. Still **** you Ryzas simps. Apparently if you focus on the story you can get the game done in 20hrs.. The slow way i play this.. I'm currently 14hrs in, so should take me about 250hrs or so lol. Game difficulty, leveling and combat. In short don't touch anything below hard. In most games normal is for your casual audience and very hard for your hardcore players. So if your'e hesitant shoot for the middle, go for hard. Alchemy will have more meaning that way. You'll level very fast, might be getting levels after every fight and that's normal. For a while the mobs will level with you till you catch up and overtake them. Don't misunderstand please, while I dont fully understand how this catch up game all works there is a sense of progression and if you grind levels enough even with no alchemy you'll be beating early game stuff easy. When the catch up ends, for that extra oomph you might want the stats the alchemy can provide. As for combat and exploration I like how easy it was to get into thanks to that early tutorial. I understand that many are divided between real time here and turn based combat in most previous titles. Personally I like both. I understand what the devs were trying to do with combat here and think there's enough depth and fluidity to it. Just unlocked friendship actions from skill tree and am sure there's more to try out. Alchemy. People saying the synthesis is not deep enough, didn't just spend 1 hour of crafting an early game armor piece with 45def 25spd 10atk. Short and very simplified explanation of alchemy incoming. Items have cores and 'planets' circling around those cores, there's some floating stars (mana) in there as well. You put 'high enough resonance items' on your planets to catch as many planets and stars as you need. My major early game tip is to make lots of synthesizers and upgrade the recipes for them to rank4 as soon as you can.. You'll be getting 5 good resonance synthesizers per craft. For those people that already touched the game, In my example the item I made had 4 cores. you unlock more cores by advancing early game story, upgrading the recipe your'e making, and in the skill tree by unlocking the quality core. Quality is important, the item I made had 100 quality, (the max is 999 if your'e curious, but you need to get a skill for that). And I'm barely scratching the surface of alchemy.. The resonances I'm getting on my cores are about 10 and mana 5 but in previews it shows it's gonna be possible to get resonances to a 100 which doesn't stack with other cores and mana to a 200 which does stack with other cores. Do not get discouraged either the alchemy is easy to get into but deep enough to waste your time if your'e into making the best items your'e able to. Now go find someone who said the synthesis is not deep enough and smack em for my sake for forcing me to write all this.
Expand the review
March 2025
Fun gameplay loop but there are several flaws that may hinder your enjoyment depending on what you are looking for in a game. Graphics: As a preface, I'm not saying the game should have AAA graphics but rather the graphics quality should reflect in the price. Realistically a smaller studio from a niche franchise won't feasibly create a graphical marvel, but they are asking the same price (way more if you consider DLC) as several other AAA games and that is not justifiable. Objectively bad blocky textures all over the place and extremely poor lighting implementation to the point where it looks better when you turn bloom off. If bloom is on and morning/evening lighting change occurs Yumia will look like she's radioactive. Night time and fog look decent but any bright lighting fully overwhelms your screen with yellow, washing out literally all color in your FOV and making all textures appear blacked out as if a massive shadow is cast over them. Anyone who tells you the graphics are good is stuck in the 3ds era of niche JRPGs. Not trying to be condescending but those games cost $40 at the time for a reason. Take a nature walk in the open world and you're met with jank foliage and rocks everywhere. Look closely and they are jagged, blurry, clip other objects, etc. Long distance views are alright but anything in your immediate vicinity cheapens the environment. Character models are low polygon count. This example may be a bit craven but Yumia's butt in the beach skin looks like two conjoined shapes that weren't smoothed out properly. Several jrpgs released prior to 2020, maybe even 2016 look much better. Whether or not you can still enjoy the game is solely up to you, but as someone who likes to tweak game engines and search for mods to improve quality and performance the game's graphics were the most detrimental aspect to my enjoyment of the game. Controller controls: many people will swap B (crouch) and Y (interact) on third party controllers to make the pick up button closer to the right joystick since crouch isn't used often, and pretty much every other open world game in existence has interact on A/B depending on button orientation. This however leads to several issues because you cannot separate field, combat, and menu controls. If you remap one button via in-game settings it will swap ALL the relevant controls. This means that B to exit the map will also be B for fast travel (originally Y). There is a workaround since you can press X to open filters, then press and hold B to close it and initiate fast travel, but it's a serious oversight. Aim mode also has a strangely large deadzone, so it's hard to aim with precision. Movement has a significantly smaller deadzone so you can still ever so slightly tilt the stick to walk. In comparison, aiming requires you to go over half of the joystick's radius to move the reticle. Base design: Feels very restricted. There isn't really one big massive base anywhere, you're given multiple relatively small scale ones that are limited to 1 major structure (greenhouse, storehouse) and several campsites which are completely pointless when you can just fast travel to and from bases and campsites. Was hoping this aspect of the game would be more enjoyable but it's fairly limiting in scope. Gameplay: Regular mobs typically come in packs of 3 where you and each of your other 2 active party members will 1v1 the mobs. I don't think you can switch targets to gang up on other mobs until they die and camera is wonky. Feels very fluid in terms of cancelling skills with guard/evasion but unfortunately skills seem to be very limited compared to other rpgs in the genre. You learn up to 4 close range and 4 far range skills with no customization. You can equip up to 4 combat items and 4 support items (start with less but unlock via skill tree) but they all serve similar functions such as doing damage or enhancing your character respectively. Things like camping/cooking are useless at worst and relatively unnecessary at best. Also, I'm not a fan of friend skill and precision counter having cutscenes. They're not really cool or anything and you see them constantly if you choose to use them proactively. They interrupt the gameplay flow repeatedly and they don't feel good to use for that reason, but they are strong abilities for dealing elemental damage and stun damage. I have to say I enjoyed Atelier Sophie 2 much more, the difficulty balancing is much better in turn based gameplay where received damage is unavoidable. In Atelier Yumia you can pretty much kill anything with the weakest gear in the game if you're patient because it's really easy to just spam dodge whenever you hear the sound cue for an enemy attack. Western-adapting Japanese games such as Yumia or FFXVI that try to mix traditional JRPG elements (skill/gear progression, party members, etc.) and action games tend to fall short in implementation. Yumia's isn't nearly as embarrassing as XVI's but things like lack of skill customization and poorly thought out chest rewards are present in both games. Atelier Yumia also does not have the party members roam the field with you as they would in other non-turn based JRPGs such as Xenoblade, Nier, FF7R, etc. which causes the game to feel less lively. Difficulty: I'm on very hard (the maximum vanilla difficulty) and it's a cakewalk. In the skill tree I prioritized particles --> gathering/shooting item quality -> synthesis skills -> synthesis max quality. Game constantly throws particles at you and it's very quick to max out recipes to obtain extremely overpowered gear and items via alchemy. I was hitting the quality cap of 999 and one-shotting everything before advancing the story to the second region of the game, of which there are four. Greenhouse trivializes the material collection because it infinitely duplicates materials and requires almost no time at all to give you stacks of hundreds of any material you come across. Final verdict: In my honest opinion I think Atelier WAY overcharges for their games. $40 would be reasonable for this but in no way do I think this should ever be close to $70 given its low graphical fidelity, let alone $120 for the ultimate edition DLC pass. Despite this I do think the game is fun, story is alright (so far), character designs are great, and exploration/combat/alchemy aren't as monotonous as some other open world games. I would only recommend getting this on sale, or if you are a big fan of the Atelier series and want to support its continued development. Atelier could have the potential to be one of the greatest franchises but it feels more like the developers focus on pumping out or re-releasing several games in short intervals instead of focusing resources into developing one solid game. The issue with creating open world games with a smaller team is that the expectation of the player is for it to look beautiful. The precedent was set with BOTW, then in later years we had games like Elden Ring, Ghost of Tsushima, and even gacha games like Wuthering Waves that blow you away with the visuals. Releasing a title in this genre with subpar visuals is an immediate turn off for most people and does not stimulate growth outside of the immediate fanbase.
Expand the review
March 2025
Played 10 hours from the demo before the game released, and it's everything I had hoped for from the promotional material. Alchemy system from the Atelier series with open world exploration taken from Breath of the Wilds , combat reminiscent of Final Fantasy 15, along with a more mature direction with the narrative. So far have been enjoying myself, and looking forward to the rest of the game now that the main game is up.
Expand the review

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Frequently Asked Questions

Atelier Yumia: The Alchemist of Memories & the Envisioned Land is currently priced at 69.99€ on Steam.

Atelier Yumia: The Alchemist of Memories & the Envisioned Land is currently not on sale. You can purchase it for 69.99€ on Steam.

Atelier Yumia: The Alchemist of Memories & the Envisioned Land received 1,524 positive votes out of a total of 2,317 achieving a rating of 6.42.
😐

Atelier Yumia: The Alchemist of Memories & the Envisioned Land was developed and published by KOEI TECMO GAMES CO. and LTD..

Atelier Yumia: The Alchemist of Memories & the Envisioned Land is playable and fully supported on Windows.

Atelier Yumia: The Alchemist of Memories & the Envisioned Land is not playable on MacOS.

Atelier Yumia: The Alchemist of Memories & the Envisioned Land is not playable on Linux.

Atelier Yumia: The Alchemist of Memories & the Envisioned Land is a single-player game.

There are 9 DLCs available for Atelier Yumia: The Alchemist of Memories & the Envisioned Land. Explore additional content available for Atelier Yumia: The Alchemist of Memories & the Envisioned Land on Steam.

Atelier Yumia: The Alchemist of Memories & the Envisioned Land does not support mods via Steam Workshop.

Atelier Yumia: The Alchemist of Memories & the Envisioned Land does not support Steam Remote Play.

Atelier Yumia: The Alchemist of Memories & the Envisioned Land is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Atelier Yumia: The Alchemist of Memories & the Envisioned Land.

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Last Updates
Steam data 30 April 2025 02:16
SteamSpy data 27 April 2025 06:28
Steam price 30 April 2025 04:59
Steam reviews 29 April 2025 08:03

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Atelier Yumia: The Alchemist of Memories & the Envisioned Land PEGI 12
6.4
1,524
793
Game modes
Features
Online players
155
Developer
KOEI TECMO GAMES CO., LTD.
Publisher
KOEI TECMO GAMES CO., LTD.
Release 20 Mar 2025
Platforms
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