
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 1026 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
图又空又大,信息量很少,剧情毫无存在感,手感也比较硬。各方面都很平庸 但也胜在平庸,没有恶心人的地方,玩起来不受苦 适合入门
ここでの評価は割れているみたいですが、自分は普通に良作だと思います。 自分はノーマルで遊びました。このモードですとボス戦はよほどレベル差がない限りは攻撃連打してるだけで勝てるバランスでしたが、自分はボス倒せなくてそこから先に進めないよりはこっちのほうがストレスなくて良いやと思ってしまいました。 マップは広くて探索のしがいがあり、新しいアクションが増えると行ける範囲がさらに広がってその先で入手できるアイテムも増えていくのでマップを埋めていくのがなかなか楽しかったです。
Media

Related
Related
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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 |
| 957ratings |
| 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
垃圾
地图大而空,开新地图首先不是想探索而是感到力竭,故事引导太差,玩着玩着就不知道自己在干嘛,最后整一个风景模拟器来的
Советую не дропать в начале, игра раскрывается после 5 часов прохождения по крайне мере у меня так было
地图引导差,有能力锁,对等级还有要求,直接设计成线性得了; 地图和地图之间的难度不是很平滑,上一张地图小怪三刀死,下一张地图小怪要砍七八刀,挺有挫败感; 能不能别搞你那个B弹幕攻击?当然如果我和BOSS一样也能放弹幕另谈 跳跳乐有点恶心,但能接受; 如果不是cdkey,绝对退款,除了地图大,想不到别的优点,当然在上述缺点下,地图大流程长也是一种折磨了 进阶难度开荒实况:https://www.bilibili.com/video/BV1FNfZBGEro/?spm_id_from=333.1387.list.card_archive.click&vd_source=cb11c14760da27e4b18bdfd115cbde31
内容多,难度不高,普通难度甚至陷阱不掉血,前期就能拿到自动回血饰品,光这些就足够给个好评了。 然后是一些小问题: 1.因为地图实在过大导致如果你想全收集就算有提示也能累死人,而且这个提示还有点bug,只能说幸好全收集不算成就,而且基本上是些钱或者武器强化道具,前者能刷后者能无限买 2.结局感觉有点潦草,或者说剧情都感觉挺缺打磨的,很多任务没有下一阶段的任务提示 3.传送需要消耗道具,虽然不贵而且可以无限买,但有种多此一举的感觉,出门要记得多备点传送药
Um Metroidvania surpreendente, com muito conteúdo e uma variedade gigantesca de mapas para serem explorados, gostei muito do sistema de combate e da trilha sonora, já passei das 30 horas de jogo e ainda sinto que tenho muita coisa para explorar. Para quem curte o genero Metroidvania é mais do que recomendado.
As a huge fan of metroidvania and 2D side-scrolling games, I really wanted to love Afterimage without any “but’s”. And honestly? In many ways, I did. The story pulled me in more than I expected. It made me curious, emotionally invested, and hungry to uncover every secret hidden in the world. I grew genuinely attached to the main character and felt that classic metroidvania urge: “I need to make her stronger. I need to see everything.” Exploring the map was addictive, and the regions are absolutely gorgeous — hand-drawn, atmospheric, and full of visual soul. However… there is one design choice that seriously hurt my enjoyment: movement and positioning. The character constantly moves just a tiny bit more than I want. She doesn’t stop exactly where I intend, which leads to frustrating, unintentional steps forward — often straight into danger. It feels slippery in the worst way. And then there are the helicopter-like jump creatures. They’re supposed to help with platforming, but instead they became a source of pure frustration. I had moments where I tried the same jump dozens of times because the positioning is so unforgiving. Instead of feeling challenged, I felt annoyed — and that’s a big problem. Games should be fun. They can be hard, they can be demanding — but they shouldn’t make you angry because of awkward, clunky mechanics. That said, if you can look past this, Afterimage is still a beautiful, emotional, content-rich metroidvania that almost reaches greatness. Despite everything, I don’t regret playing it — and I’m genuinely excited to see what future DLCs bring. Pros: ✔ Emotional story ✔ Gorgeous hand-drawn world ✔ Strong exploration and progression ✔ True metroidvania vibes Cons: ✖ Slippery, imprecise movement ✖ Frustrating helicopter jump mechanics Verdict: A stunning world trapped behind a few very frustrating design decisions. I loved it… and raged at it. 💜🎮
第一次玩的时候就被出了新手村后逆天的亮度劝退了,实在闪瞎人眼睛,最近无聊又翻出来玩,给我的感觉就是单纯的无聊,太无聊了,无聊到我要专门来写一个差评,大而空的地图,我搞不懂,地图里跑半天都没东西,做这么大除了让游玩时长好看点,有什么用处。箱子里数不清的回血药,这东西有用吗?普通难度随便扛着伤害a过去,根本用不到,事实上回血符文我也是过了很久才用。还有这地图设计,跳跳乐不难,但没乐趣,而且太多了,全程都要蹦着走。还有逆天的引导,任务npc完全不标位置,我闹鬼小镇都探的差不多了,然后有个npc突然出来说自己要去那里,你又不标位置,我怎么找npc,还有强化系统不注意看,真的找不到。boss战因为整个游戏难度低,导致目前我没有遇到过任何能让人记住的boss。最后说说美术,不如神之天平,高亮度,劣质的材质,拼接在一起的感觉。还有为什么地图和角色的材质分辨率那么低,4k分辨率看上去糊成一片。这游戏除了便宜,完全没有优点了。综合下来,一个完全不及格而且没有任何长处的游戏。
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
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| — | 0 | — | — |