
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
ótimo jogo com trilha sonora boa e vários finais pena que o final dos fragmentos bugou pra mim
반드시 '세'에게 보석 탐지기를 사...
你们还活着吗?我死档了,我在打42之后的暗塔线,我的地图有两个猫头鹰,我想联系你们QQ群,但是我联系不上,我就差一点就看到结局了我需要帮助,而且本该出现在王城图书室的猫头鹰没有出现,但是在时钟彩蛋位置下方的花房子里猫头鹰一直在,我联系不到猫头鹰了!我没法推42线了!
Media

Related
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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
un jeu moyen plus, on reste un peu sur notre faim avec les fins du scénars, la majorité des competences d'armes sont inutiles, les magie sont pas ouf non plus reste l'attaque normale. les maps sont sympa le bestiaire assez varié pas mal de secret a cherché. pas forcément le meilleur metroidvania mais sympa quand même
这游戏的乐趣在后期搓招,可用键盘下前搓招貌似有bug,打到一半受不了卸载了
9 / 10. The 50h exporation metroidania To be honest, Afterimage is first and foremost an exploration game with very good metroidvania and tight platformer elements. This game is big and the exploration elements do it justice. Couple this with very beautiful and rather unique art style and you have a game that at least needs to be admired. Sound, music and voice acting is also up there and it complements the visual elements very well. Gameplay wise, this is a typical metroidvania game with some distinct elements, but I cannot say I've seen anything too outstanding here. It does copy some other known games from the genre, but it mostly has it's unique feeling. It features a skill tree, some permanent abilities and some passives, besides the usual equipment. Now, what makes this game a hit or miss is balancing. You can go 30+ hours in the game and still be at about 10% of the total achievements. That is because there are 8 endings and for the "true" endings you would require certain objects. Now, this is where the game drags on for about 10-20 hours. There are a number of high-level optional areas that don't add too much to the table gameplay wise. Yes, the art style is beautiful, but there's not that much content there. You mostly unlock all but 2 abilities by this point and getting the last two, to then grind for everything is not that fun. Doing 100% on this game is kind of annoying and will require a good map, as there are a lot of hidden or puzzle areas that do not appear on the map. There will be a helper skill at a certain point, but it's not all that useful. Still on the balancing side, bosses are rather easy for the most part (with some exceptions) and you can beat them even if they are 30+ levels above you. I've picked up so, so many potions throughout the game, but I never got to spend the all basic health potions. There's also a way to put items on the hotkeys, but besides that basic health potion, I haven't used anything else throughout the game. Magic would be powerful, but mana regeneration is a pain. It probably would be possible to do a mage build, but then you will loose on the +Drop Rate or +Exp Gain items, that are essential for 100%. After beating the game, there is a thing called New Game+, but it's anything but that. Instead it is a small side story of about 1h, that unlocks area in the main game and also a few new endings. Overall I found Afterimage to be a game that does it's own things in a surprisingly high quality manner and that's why I'm willing to go past it's balancing issues, as it does serve a solid experience. Other recommendations: - some metroidvanias with something different going for them: Dust: An Elysian Tail, the Shantae series, the Guacamelee games, Cave Story+ - a weird mix of different genres: Dex - the classics: Bloodstained: Ritual of the Night, Castlevania: Down of Sorrow (and most of the metroidvania part of the series), Super Metroid - the art-style reminds me of some anime fighting games: BlazBlue: Calamity Trigger, the Guilty Gear series (and other Arc System Works games) - wildly different, but great story and unique mechanics: Jade Empire
Excelente jogo para quem gosta do estilo aventura \ metroidvania. tem um visual bonito e atrativo com uma jogabilidade viciante. Vale cada minuto jogado.
fun game
不知道,只知道从前中期开始我就当成类银爽游在玩了,因为难度太低、地图广阔、手感尚佳,反正我是探图爽清怪爽跳跳乐爽,除了传送少跑图繁琐(太抠门不愿意用安息药剂传送导致的)之外我没有任何游玩中感受到的不适,大前期还有点觉得地图过大过空,后面玩上瘾了就没感觉了。 最喜欢这作六类武器搓招的设计,可以自由搭配两种携带,每类武器的技能基本上都有各自的特色和优势区间,很少存在过于鸡肋的剑技,也做了一些小巧思来让玩家有较低的门槛和较高的意愿去尝试不同的武器而不是专精一种武器或从头到尾平a,后期剑技的强大让太刀这类普攻模组拉胯的武器大放异彩,我说玩心渊没玩过太刀的远程[飞燕]和居合弹反[千斩]的人少玩十块钱有没有懂的。另外还有不少武器被设计了独有的技能或攻击模组以及特性,这使得玩家在同类武器中的选择也不完全依赖于面板数值,也增加了蕾妮动作模组的多样性。 选了普通难度后游戏显著的难度低下使得我面对绝大部分boss都可以拼血站桩输出,有一种大脑光滑的美,进了神居模式才发现并不是boss没有交互性,只因我是数值怪,其实大部分boss的设计也都不错,印象最深的是最初的骑士瓦洛在流程狠狠教我做人。boss的数量也很可观,和游戏的体量是匹配的,就是在难度数值上感觉太低了(血太薄被我转鞭子打几套飞花就没了),boss失去挑战性就使得我的游戏重心完全放在探图上了。 跳跳乐的部分我是很喜欢的,普通难度陷阱甚至不扣血,这跟渎神1的陷阱秒杀简直是两个极端,蕾妮手感偏轻,跳跳乐丝毫没有笨重感,中途失败会回到起点要求对跳跃关卡一气呵成,也算是对陷阱不扣血的平衡措施。个人觉得心渊跳跳乐关卡量不多且都短小,算是一路砍怪的调节,再多来点我也不会有怨气。 至于其他方面也有很多缺点和打磨不充分的地方,比如人物立绘美术风格不统一,比如地图设计其实中规中矩,能力与锁钥缺乏想象力和精妙感,再比如剧情和世界观的展开模模糊糊,演出缺乏张力,结局cg粗糙草率。只能说我能体会到心渊与更优秀的同类作品之间的差距,但这50h的游玩过程中它还是给了我相当不错的体验,是那种虽不惊艳却没有卡壳没有挫败感的流畅体验,已经满足了我对一款类银最基本的期待。个人觉得是标准的7~7.5分作品。
sb游戏,玩到64级我都不知道在玩啥。没有任务指引,任务要干啥都不讲。
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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