
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 1028 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
遗憾,市场表现不好,没做完,但是体量还是很牛逼,期待烛龙新作
good
地图引导做的太糟糕了,简直是一坨。前期有道铁门我以为是要拿个后期拿个冲刺液体化或者史莱姆魔法之类的穿过去,然后直接走的地牢,这有个巨阴间小怪,比什么boss都强多了,一下能打我十分之九,别的最多打我十分之一,好不容易用鞭子卡位打死了,什么毕东西都不掉(我以为至少掉个钥匙,或者能把红色结界打开) 主要是剧情推进老贤者,主角老师的朋友的时侯,它居然又给你引寻了,直接标出最终方向,哪怕中间都是黑的或空的,这时候我就在想 [b]TM的原来你会做地图引导啊,做引导TM给我做好的啊![/b] 技能全解锁地图全通畅后勉强能给个及格分,不过都玩到这最后面的大后期了,还不爽起来的话,那都可以归类为粪作恶魔城。 只继承了魂类和恶魔城各种恶心人的点,比如说门侧不开,二次掉魂消失等,却没有继承其优点,同时还缝了一些RPG的缺点,很多任务道具只能靠刷怪,还没保底,可以说是集百短,怪物实际上应该是有等级的,但是没标出来,而且越级打怪实际并没有经验加成,更重要的是提前打那些图的怪和boss并不会给你推进主线的东西,更多时候只掉小垃圾,比如火之领域的火牛。打对空怪居然没有滞空,只有鞭子在空中用的时候有个滞空环绕攻击效果,还不能移动。 任务没追综,道具和隐藏没显示,只能靠手动标记。综合只能给到拉完了,到处给你卡主线,唯一没有完美探索的恶魔城,没动力探索100%,好多跳跳乐但只给小垃圾,只给当钱的小水晶,对提高战力和推进主线屁用没有!!!武器基本只是换皮,然后提高数值。对了,还有一点,元素系统也是做的一坨,我以为用水刃打火怪会有什么加成,但实际上,屁用没有打火怪是80,打水怪还是80。那你做元素系统有什么屁用呢。 不推荐,想玩同类型的可去玩奥日,或者同为美少女恶魔城的 终焉莉莉丝和少女与学院城,特别是少女与学院,本来我觉得挺一般的,但是跟这一比都眉新目秀了,虽然有的隐藏也挺阴间和塞小垃圾,但它至少不会故意拿一堆钥匙和机关卡你主线,哪怕你另外两件强力武器也没拿也能通关。这游戏没冲刺无敌帧我都可以忍,凸显难度嘛,TM打怪和下劈没滞空。地图又大又空,传送道具还要买,隐藏箱子还给你塞能买的血药和蓝瓶
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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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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
A chill metroidvania which is focused mostly on exploration. Visuals are detailed and varied, music adds to the atmosphere but is not al that memorable, and there is story and worldbuilding but I checked out early on. For combat you get a variety of weapons (and magical staffs for magic attacks), but for the most part they feel functional but very stiff until you unlock more attacks with them. You can equip two weapons at a time which allows for mix and matching, but outside the daggers and scythe combo (with most moves unlocked) most combinations just didn't feel like a proper match. I can't say much about the magic attacks, since I forgot I had them most of the time because they felt rather weak...to be fair I also never geared towards magic. There is a lot to explore and to mark on your map to come back to, but half of the time you get out of your way to do a short platforming challenge to get money, equipment, or a substantial amount of time you get a teleport potion. The latter genuinely baffles me, because that has to be one of the most mundane rewards for going out of your way, because you are spending time to get a teleport potion to save yourself time from backtracking...? Mix and matching equipment can also be a lot more tedious than it should be, because you don't get a proper oversight of what the different mix and matching does to your stats compared to your prevous set. Personally what took me of the pacing the most is the ambiguity of where you are supposed to go next. I don't want a metroidvania to handhold me on where to go next, but if you unlock a mandatory for progression teleporter in an inconspicuous location which you forgot to mark it should have been marked by the game. Most important locations are marked and I completely forgot about it...So I brute forced areas which the game told me it iwas too difficult for my stats dragging the pacing down even further. When I rediscovered the teleporter I was overleveled and all the subsequent bosses in the next area where dead within a few hits, so I got robbed from those battles as well making it feel just a bit worse. What drags the pacing down as well is that if you want to explore most of the places and check if different places you marked can now be unlocked you will need a fair amount of teleport potions which drains your money fast (though the game is quite generous so for stuff you want you will have enough most of the time, but if you are an explorer like me you'll run out eventually) a nice QoL would have been to unlock free teleporting at some point just so I don't have to grind for money for the moments I feel like exploring more. The [spoiler] True final boss/ending [/spoiler] is locked behind a quest line in new game plus. For how much I might have enjoyed the game I genuinenly don't care enough about the story nor the game to spend more time on it. Also shame on the developers for doing this, arbitrarily locking away content for a meaningless extension of gameplay. TLDR: Nice enough metroidvania, wished it had some more QoL and better rewards for exploration to respect my time more. Perfect game to binge watch something on the side, I would have dropped the game halfway if I wasn't watching something else.
I started playing Afterimage with some doubts after a friend recommended it to me, but I ended up genuinely surprised by how good the game is. The movement speed feels great, the gameplay is smooth, and the combat is satisfying and responsive. As you progress, you unlock new abilities that make exploration more interesting and rewarding. The world is amazing. The progression feels natural and never forced. One of the things that surprised me the most was the story, it may seem confusing at first, but by the end everything starts to make sense and comes together nicely. I highly recommend this game to anyone who enjoys the metroidvania genre, and also to players who want to try this type of game for the first time.
Good game. I really wanted more Metroidvania and picked this up on a whim. The map is insanely massive. However, each area feels distinct and unique. Entering a new area felt rewarding to take in the new ambiance and style while slowly traversing and unlocking shortcuts and new paths. Difficulty felt like a nice sweet spot and bosses had clear sufficient tells when they were going to attack. Exactly what I was looking for in a Metroidvania style game.
这怎么说呢,可惜了这么好的美术和女主哈 不过这么便宜的价格拿到这样的体量其实真的很不错了,无非就是有点...这些怪都这样了冲刺还不能有无敌么,也没有把主角的抗性拉的特别高 以及这个神奇的传送和存档,传送居然是要喝药水的,就是说让玩家体验好点这么难吗 武器也是及其单一的攻击手段,咱都这么单一了还不能跑打
꿀잼
量大管饱这一块,难度不高,有挺多场景和任务都设计得很有意思,虽然有些缺点,但是也挺不错了。
地圖大到有夠誇張 完全不知道要往哪邊走 不是把地圖無限的放大然後隨便塞一個不知道為什麼要在這邊的BOSS就算是做好遊戲了 兩段跳跟蹲下滑踢這麼重要的移動技能塞到超級後面才給是怎樣
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 | — | — |
Related
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