
Afterimage is a hand-drawn 2D action adventure that emphasizes fast-paced combat with diversified character builds, non-linear levels, and a gripping story set in the ruins of a fantasy world.
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.
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): 2.57/day in the week to Aug 22 → 7.86/day in the week after.
About




Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, 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 | $24.99 | 10.5Kreviews | 77% | — | $3.5M |
| $24.99 | 2Kratings | 88% | — | 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 1018 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
先说结论:制作组就踏马不会做类银,没有类银是这么做的。 这游戏有着较好的画面,并且颜色非常绚丽,多样的敌人,并且换皮怪非常少,庞大的地图,并且地图风景差异很明显,各式的装备,并且每样武器玩法都不一样。看似是一个非常好玩的游戏,但如果一个游戏的内核本身就是坏的,那么这些组合将构成一个巨大的折磨。 初开局是很经典且老套的出现主角,埋下主角身世谜题,然后出现boss战斗,初始并没有感觉有什么不对,并且接下来初探索会找到各式的武器,然后到达第一个小镇,之后你就会越来越恶心。 首先类银最大的乐趣是追随自身好奇心和能力解锁进行的探索,这游戏地图有大量的能力锁,但解锁能力位置和时间都没有指引并且靠后,导致你前期会有大部分时间经历千辛万苦到一个打不开的地方,然后重要的来了:没有传送点。是的,这游戏巨大的地图就塞了一两个传送点,并且经常三四条岔路,我最多时候十秒钟开了四次地图,然后第二个,传送需要道具,虽然可以无限买,但一个这么大地图并且毫无指引的游戏探索到一半还要就去买传送药这种割裂感,还有经常跑了快十分钟到地方发现奖励是一瓶传送药,或者红药蓝药,又或者是一个能力锁,感觉自己像个小丑到处跑。正反馈巨少,再加上那个本游戏唯一创新的跳跳乐机制:管你前面跳的多好,只要你挨一下就请回起点重新跳。诚然这游戏跳跳乐大部分不难,但这种饭里面放沙子的行为真的无比恶心!就像你写作文写了个错别字,不让改一定要重写,类银地图可以大,但这种又大又空又没有正反馈是玩着真的太难受了。 其二是战斗,虽然武器各种各样,但强弱是真的区别太大了,加上无比奇怪的碰撞判定,前期在没有能力的时候唯一的反制方法就是被打以后的无敌时间硬吃,开始我以为就是这样了,后来慢慢提升等级解锁技能以后战斗开始变得华丽,但本质上还是你打你的我打我的没什么交互,唯一的弹反也因为奇怪的碰撞判定导致时灵时不灵。不过搓招做的是真的挺灵敏的,有一段时间刀武器搓爽了。 任务设置也是毫无指引,前中期大部分时间就是无头苍蝇一样乱串,想探索地图就全是能力锁把你挡住,传动点又远,前期没钱还要考虑传送药的问题,到了中期解锁了能力以后探索的东西又没用了,由于武器等级机制大部分前期武器你没拿到就只有一个收集作用,加上所有任务零指引,玩的时候只有我是谁我应该去哪。看着茫茫大的地图不知所措。我是第一次玩类银玩出这种感觉,制作组不是不会做游戏,是不会做类银,不会做地图,讲个不好听的就是暗影火炬城的地图设计和指引都是吊打这游戏,感觉就是吃了一晚番茄酱炒混凝土配意大利面。 其余的什么人物画风割裂,配音捧读,剧情幼稚逻辑不顺结局动画敷衍这些就不提了。诚然中期有一段时间能力解锁我觉得有点意思了,甚至一度觉得可以给好评,但一个游戏的核心有问题,不管做的再光鲜亮丽也是没用的。这款游戏所有的可取之处,都是类银河城品类自带的基础乐趣,探索的未知感,还有操作弹反带来的爽快感。而制作组自己原创、自研的设计,全是不成熟、不合理、折磨玩家的内容。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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, Italian, German, Spanish - Spain, Russian, Japanese*, Simplified Chinese*, Traditional Chinese*, Korean, Portuguese - Brazil*languages with full audio support
| $24.99 |
| 955ratings |
| 92% |
| — |
| not modelled |
| $24.99 | — | — | — | 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 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I really tried to give this a shot since it was highly recommended to me, but it's getting harder and harder. The two biggest problems with this game is that it's incredibly easy and the maps are way to big. Those two things together mean it is a tedious slog to get through. Almost every single boss can be beaten on your first attempt, and the only ones that might be more challenging are when you're deliberately sequence breaking to find bosses that are outside of the intended route. Even then, I've yet to see anything that took more than three attempts to beat. I find myself constantly getting fatigued with every new area. I feel like the maps are about twice as big as they should be, most of it is filler where you're fighting the same three enemies over and over and over again. The numerous collectables peppered through each map are almost always uninteresting loot that you never need to use. I absolutely hate that you need to rest at a checkpoint for it to become a fast-travel location, just discovering it is not enough. Most of the time you're traversing the same paths over and over again to collect things, so I have to choose between resting immediately at any new checkpoint I find (thus respawning enemies, making the tedious slog even worse) or accidentally forgetting to come back to it later and rest (thus not having a fast-travel location that I can use). I can't overstate how terrible this is, how angry it makes me every time I happen to find another checkpoint. I should be able to fast-travel to any checkpoint that I have touched, even if I haven't rested there. The upgrade system also seems to actively discourage using it. You need to use finite resources to upgrade, but even if you max out a weapon it's still worse than the next tier of weapon that you might find. So there's really no point in upgrading anything, you're better off just exploring to find a better weapon. Those are just the most obvious flaws in this game, there are many more. For these reasons. I can't recommend it.
I was going to finish this game properly, but the more of it I play the more I realise it is simply way, way too big. Every single area is over-inflated in size with platforming and enemy placement that just don't make it nothing but tedious. This is not even including the usual metroidvania foray of searching for secrets and hidden paths. Afterimage has all the ingredients of a solid game, it just doesn't offer the player any level of convenience or challenge to justify the egregious amount of time required to play it. Add on top an obtusely communicated story with unbeknownst character's names being dropped constantly like we should recognise them, I was constantly asking myself the full suite of who, why, where, what, and when should I have known/care about any of this? Also, while most of the music in this is rather nice, there are a handful of tracks which emit an extended high-pitched, tinnitus-inducing whistle/whine which does nothing but leave my ears ringing and wanting to leave the area. But, of course, the area takes over an hour to clear so I have to mute the game upon entering certain areas which is really frustrating. As for why I stopped when I did, I stumbled into a very abrupt ending: I pressed a button and a boss teleported in. I beat the boss on the first try. Then the boss just said actually no, and I lost in a cutscene. Got thrown back to the main menu. Who was that? Why could they just win anyway? What could I have done to avoid it? Where should I have gone instead? I don't know. It doesn't matter now.
[h1]The Good[/h1] -Wide variety of weapons , armor, spells and accessories (scyte best weapon gg ) -There are a ton of perks to discover to improve your character -A gazillion secrets -GORGEOUS Art / illustrations -One of the biggest map/areas iv seen in a metroidvania -Multiple winks to Castlevania symphony of the night [h1]The Bad[/h1] -The story (i didnt understand a damn thing) -You are going to end up lost 50% of the time with no idea where to go -Too easy , game defacto difficulty is extremely easy 90% of the game -The game is too big , this wouldnt be a problem if there were direct directions on were to go after each boss or event [h1]Score[/h1] 8/10 In conclusion, its a metroidvania that you either love or hate because you dont have directions on where to go and what to do and you end up wasting time unless you use a guide because of the map enormous size
游戏最亮眼的莫过于美术表现,全程手绘的场景与角色精致度拉满,从苍翠的雨林到幽邃的地底深渊,不同区域的画风既贴合世界观又各具特色,场景细节与光影过渡浑然一体,随手一截都能当壁纸。配乐表现中规中矩,旋律贴合场景氛围,探索时的空灵、战斗时的激昂都能精准烘托情绪,为沉浸感加分不少。 地图设计堪称本作的另一大核心优势,是标准且成熟的银河战士恶魔城框架。大地图区域连通性极强,垂直与横向探索空间充足,随着能力解锁不断回溯开图的乐趣十足,隐藏区域与捷径设计都很有巧思。同时游戏内容体量扎实,武器种类丰富,近战远程各有特色,能搭配出多样的玩法;数量众多的结局与海量收集品,也为多周目游玩提供了充足的驱动力。 但缺点同样致命,操作设计过于硬核,容错率低到劝退。最典型的就是翡翠瀑布的荆棘谜题,一碰触就直接打回谜题起点,完全不给任何容错空间,哪怕设计成触碰掉血、允许硬莽过去,体验都要好上太多,反复重开的挫败感直接拉满。 整体而言,本作很适合硬核类银河恶魔城爱好者,休闲玩家与手残党建议谨慎入手。它有着顶级的美术与成熟的地图设计,却被极端的容错设计拖了后腿,实属可惜。
玩这个游戏和坐牢没区别我说白了,一大堆乱七八糟的新概念要我们去“熟记于心”?一大堆生造词,汉语词典你家开的? 还有啊,我发现这种类型的游戏一旦质量不行就开始尬吹什么美术啊,音乐啊。不是哥们,这种游戏是这个赛道的吗?美术音乐这种只是附加分,游戏核心玩法不行你做不到顶级美术标准我都不会给你打好评。那些什么点评师给我整笑了,经典美术还行,美术顶级。离开美术是不会评论了?就是这种乱冲好评的人害得我买了这个游戏,坐大牢,开挂我都不想打说白了
One of the most boring metroidvanias I have ever played that offers 0 challenge. no enemy is a threat and after the first 4hrs when the whimsy wears off over how beautiful the game is you realize that it is just boring. equip any weapon and just walk into an enemy and mash attack, even works with all the bosses I have fought so far, WOW is it boring. Go play MIO, go play any Ultros, go play BIOMORPH, go play either Hollow Knight game. Games that actually challenge you encourage you to try and engage with the game.
Afterimage has beautiful art and an interesting premise, but my experience feels frustrating rather than rewarding. The world is extremely large, yet exploration rarely feels meaningful. I have spend a lot of time wandering the map, it is hard to feel real progress. The backtracking is very long and becomes boring, especially the world is so vast and fast travel options are limited. The early story goal of finding the cloaked girl feels vague and distant. The game lacks smaller, clearer objectives that would create a sense of progress. Because of this, the early game feels directionless. Combat is simple and not very difficult, but it feels a bit clunky and very repetitive. New weapons or small buffs are rarely exciting enough to justify the long exploration. Overall, the game does not feel like it respects the player’s time.
the game is really beautiful but i cannot recommend it to others. the story is just incomprehensible, the maps are way too big, the dialogue is nonsense likely due to poor translation, load times are annoying long when going into inventory/fast travels/menus, map completion conditions are vague and unintuitive, and there are bugged achievements. many of the systems in the game are redundant because combat is simplistic and too easy. you don't need to use potions, the myriad of weapon options you have don't really matter because you can just spam attack for every boss, and the talent tree is so pointless when most directions give duplicates. it's a really beautiful piece of art but a very poor game, 3/10 experience
[h1] Decent metroidvania with some cool fighting and platforming. Various enemies make you wanna scream DONGA! Whatever that means it means that gameplay is good with plenty of different areas to explore. Movement is smooth and boss battles enjoyable. Soundtrack, nothing to complain. Play it if you can. [/h1]
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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