Compara los precios de Atelier Shallie: Alchemists of the Dusk Sea DX en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por KOEI TECMO GAMES CO., LTD.. Publicado por KOEI TECMO GAMES CO., LTD.. Lanzado el 14/1/2020. Disponible en PC. Géneros: RPG.

Two heroines, one dying world, and a crafting loop that finally ditches the series' infamous time pressure - Shallie DX is the Dusk trilogy's best send-off, though it asks for patience when the Life Tasks start to feel like homework.

I came to Atelier Shallie after working through Ayesha and Escha & Logy back to back, which means I arrived with both goodwill and a finely tuned radar for the series' recurring faults. Shallie earns the goodwill and pokes at the faults in equal measure. The core premise puts two alchemists - the reserved, mission-driven Shallistera and the scrappy, fame-hungry Shallotte - on a collision course at the port city of Stellard, set against a slow-motion ecological collapse where the sea has literally turned to sand. That backdrop is genuinely haunting when the game leans into it, and the opening cinematic alone does more atmospheric work than most JRPGs manage in five hours. The choice of protagonist matters more than it sounds. Shallistera leans into synthesis, making her the better pick if you want to spend sessions optimizing alchemy chains and stacking trait bonuses onto items using the slot-based ingredient system - ingredients carry between zero and four fillable slots, and chaining skills of the same element builds a multiplier that shapes the output. Shallotte, meanwhile, hits harder in combat and has field actions (scrubbing floors, fishing with bait) that give her a distinctly grounded, street-level feel compared to Shallistera's dowsing and aristocratic restraint. The two routes share a main storyline but diverge enough in early chapters, party composition order, and character events that a second playthrough to see the true ending is a genuine sell rather than padding. Combat is the most evolved in the trilogy. The old individual Ultimate gauges are gone, replaced by a shared Burst Gauge that fills as you deal damage; once maxed, your whole party enters Burst Mode for a few turns, and overcharging it later unlocks Field Burst skills that add passive bonuses depending on who triggers the burst. Six party members in total - three active, three on standby with regenerating MP - means you can swap in a fresh fighter mid-fight without burning a turn, which gives the turn-based queue real tactical texture. The action bar (a visible order queue) rewards planning since heavier skills push your turn further back. It is still firmly on the approachable end of the JRPG spectrum, and veterans hoping for Trails-level depth will bounce off the relative simplicity, but the moment-to-moment loop is satisfying. The biggest structural change from the earlier Dusk entries is the removal of the time limit entirely. In its place sits the Life Tasks system: a checklist of objectives - defeat this enemy type, synthesize this many items, fill this request - that accumulates points toward unlocking the next story chapter. In theory it replaces clock anxiety with player-driven pacing. In practice, the back half of the game turns into a menu-checking exercise where you are constantly dipping in and out of the Life Tasks screen to see how much further you need to grind a specific category. Some players will find this meditative. I found it occasionally maddening, especially when the tasks pivoted to monster types that only spawn in zones you have already thoroughly cleaned out. The EXP system compounds this: rather than levelling from battles, you earn combat and alchemy EXP in milestone batches for task completion, which makes random encounters feel near-pointless unless you need specific drops. It is an interesting design idea that the game does not fully commit to. What holds everything together is the writing and the world. Stellard has genuine atmosphere - a sun-baked port city with a resigned, end-times pragmatism underneath its cheerful surface - and the returning cast members from Ayesha and Escha & Logy (Wilbell, Escha, Solle, Logy in the DX's expanded Plus storyline) land with real weight if you have come from those games. The DX version bundles in all the Vita Plus additions, including the expanded Flameu subplot and revised scenes featuring Ayesha and Logy, plus sprint on the overworld, battle fast-forward, and a freely rotating camera that makes the world feel considerably less like a diorama. Three difficulty modes (including a pure Story Watcher setting) and both English and Japanese voice acting round out a package that bends over backwards to accommodate different kinds of players. If you have never touched an Atelier game, Shallie DX is honestly a reasonable entry point despite being a trilogy closer; the story is largely self-contained, the systems are more streamlined than most, and the world is vivid enough to carry newcomers. Just know that the filler-quest friction is real, and the final third tests your commitment. Monika, Scout Team

Atelier Shallie: Alchemists of the Dusk Sea DX

Atelier Shallie: Alchemists of the Dusk Sea DX

14 ene 2020KOEI TECMO GAMES CO., LTD.
GamerScout opina

Two heroines, one dying world, and a crafting loop that finally ditches the series' infamous time pressure - Shallie DX is the Dusk trilogy's best send-off, though it asks for patience when the Life Tasks start to feel like homework.

PC
Steam Deck PlayableProtonDB Platinum
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Mínimo histórico: €15.68

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Acerca de Atelier Shallie: Alchemists of the Dusk Sea DX

I came to Atelier Shallie after working through Ayesha and Escha & Logy back to back, which means I arrived with both goodwill and a finely tuned radar for the series' recurring faults. Shallie earns the goodwill and pokes at the faults in equal measure. The core premise puts two alchemists - the reserved, mission-driven Shallistera and the scrappy, fame-hungry Shallotte - on a collision course at the port city of Stellard, set against a slow-motion ecological collapse where the sea has literally turned to sand. That backdrop is genuinely haunting when the game leans into it, and the opening cinematic alone does more atmospheric work than most JRPGs manage in five hours. The choice of protagonist matters more than it sounds. Shallistera leans into synthesis, making her the better pick if you want to spend sessions optimizing alchemy chains and stacking trait bonuses onto items using the slot-based ingredient system - ingredients carry between zero and four fillable slots, and chaining skills of the same element builds a multiplier that shapes the output. Shallotte, meanwhile, hits harder in combat and has field actions (scrubbing floors, fishing with bait) that give her a distinctly grounded, street-level feel compared to Shallistera's dowsing and aristocratic restraint. The two routes share a main storyline but diverge enough in early chapters, party composition order, and character events that a second playthrough to see the true ending is a genuine sell rather than padding. Combat is the most evolved in the trilogy. The old individual Ultimate gauges are gone, replaced by a shared Burst Gauge that fills as you deal damage; once maxed, your whole party enters Burst Mode for a few turns, and overcharging it later unlocks Field Burst skills that add passive bonuses depending on who triggers the burst. Six party members in total - three active, three on standby with regenerating MP - means you can swap in a fresh fighter mid-fight without burning a turn, which gives the turn-based queue real tactical texture. The action bar (a visible order queue) rewards planning since heavier skills push your turn further back. It is still firmly on the approachable end of the JRPG spectrum, and veterans hoping for Trails-level depth will bounce off the relative simplicity, but the moment-to-moment loop is satisfying. The biggest structural change from the earlier Dusk entries is the removal of the time limit entirely. In its place sits the Life Tasks system: a checklist of objectives - defeat this enemy type, synthesize this many items, fill this request - that accumulates points toward unlocking the next story chapter. In theory it replaces clock anxiety with player-driven pacing. In practice, the back half of the game turns into a menu-checking exercise where you are constantly dipping in and out of the Life Tasks screen to see how much further you need to grind a specific category. Some players will find this meditative. I found it occasionally maddening, especially when the tasks pivoted to monster types that only spawn in zones you have already thoroughly cleaned out. The EXP system compounds this: rather than levelling from battles, you earn combat and alchemy EXP in milestone batches for task completion, which makes random encounters feel near-pointless unless you need specific drops. It is an interesting design idea that the game does not fully commit to. What holds everything together is the writing and the world. Stellard has genuine atmosphere - a sun-baked port city with a resigned, end-times pragmatism underneath its cheerful surface - and the returning cast members from Ayesha and Escha & Logy (Wilbell, Escha, Solle, Logy in the DX's expanded Plus storyline) land with real weight if you have come from those games. The DX version bundles in all the Vita Plus additions, including the expanded Flameu subplot and revised scenes featuring Ayesha and Logy, plus sprint on the overworld, battle fast-forward, and a freely rotating camera that makes the world feel considerably less like a diorama. Three difficulty modes (including a pure Story Watcher setting) and both English and Japanese voice acting round out a package that bends over backwards to accommodate different kinds of players. If you have never touched an Atelier game, Shallie DX is honestly a reasonable entry point despite being a trilogy closer; the story is largely self-contained, the systems are more streamlined than most, and the world is vivid enough to carry newcomers. Just know that the filler-quest friction is real, and the final third tests your commitment.

Monika
Monika · Scout Team

RPGs

Etiquetas

singleplayerachievementstier:aaaDual ProtagonistAlchemy CraftingBurst Gauge CombatLife Tasks SystemTrilogy CloserNew Game PlusTurn-Based QueueJRPGAnime Aesthetic

Requisitos del sistema

Mínimos

OS
Windows® 10 (64bit required)
Memory
4 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
17 GB available space
Graphics
NVIDIA GeForce GTX660 or better,1280x720 (Graphic Memory 2GB or better)
Processor
Core i5 2.6GHz or better
Sound Card
16bit Stereo 48kHzWAVE

Recomendados

OS
Windows® 10 (64bit required)
Memory
8 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
17 GB available space
Graphics
NVIDIA GeForce GTX960 or better, 1920x1080 (Graphic Memory 2GB or better)
Processor
Core i7 3.4GHz over
Sound Card
16bit Stereo 48kHzWAVE

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Información del juego

Desarrolladora
KOEI TECMO GAMES CO., LTD.
Distribuidora
KOEI TECMO GAMES CO., LTD.
Fecha de lanzamiento
14 ene 2020

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Atelier Shallie: Alchemists of the Dusk Sea DX está disponible en PC.

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Atelier Shallie: Alchemists of the Dusk Sea DX se lanzó el 14 de enero de 2020.

¿Quién desarrolló Atelier Shallie: Alchemists of the Dusk Sea DX?

Atelier Shallie: Alchemists of the Dusk Sea DX fue desarrollado por KOEI TECMO GAMES CO., LTD..