
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
可能是我玩过有史以来最糟糕的类银河恶魔城游戏...... 地图做的又大又空,制作组希望把所有的路都做得像他们父母小时候描绘的上学路那样艰险,数不清的垃圾怪物和低能跳跳乐将地图变成了一个巨大的垃圾桶,并且往往这两者会打出完美的配合让你心态炸裂,甚至很多必经之路都会有跳跳乐。 首先说说怪物,这游戏的体量太大导致怪物很割裂,尤其是开局的红沙树林(?记不清名字了)左侧地图有70级怪物右侧地图是1级怪物,明知道自己的地图设计让主角非常后期才能来到该地图左侧,为什么不把小怪设计成血量会和主角的等级一起成长,并且由于地图太大整个游戏过程的绝大多数时间都是在收集路上清理这些垃圾小怪,纯正的折磨,并且所有的小兵除了幽灵小镇那几个幽灵都是有碰撞体积的。 其次就是跳跳乐,我真的不明白为什么这么大的地图要塞入如此密集的跳跳乐以至于我赶路都需要全神贯注,放入跳跳乐我也就不说了,跳跳乐碰刺回溯的范围是不是有点太刻意了,如同我在北京被车撞结果在广州复活了,而且捡到了收集品就不能让我直接碰刺回到入口吗,很多还要重复跳我真的心态崩溃; 还有就是收集品,整个地图就是让你收集一些毫无作用的垃圾,跳跳乐半天给你两个血瓶真的纯纯负反馈,捡到血瓶蓝瓶回城药水那一刻不被气笑的都是m,并且在收集物如此多的情况下也不出一个能力标记这些物品在哪,后期就给个能力标出来这里缺几个没收集有个🐦用还不是得看攻略玩,byd甚至口哨叫那个鱼给我进去赶路的地方也有东西要收集我真的气笑了; 再者就是那些任务和NPC,为什么在这种强绑定任务的游戏,任务引导做的几乎为零,每次跟NPC说一堆废话说完我就忘记内容了,任务下一步要我去什么地图找谁你给我标记好了呀,不看攻略我这辈子都不知道解石头是用在右上角陨石那里的; 最后就是地图,上述的所有要素堆在一起,就成为了心渊梦境这个巨大的粪坑,就这样他还能在地图上给你做一些小巧思,用一堆东西放在背景里把重要信息、物品挡住。 当我写完这段话时,我开始意识到我为了一个我一点也不喜欢的游戏浪费了太多时间,我真的劳累。。。
首先 tag里的瞎几把乱滚一刀死根本就是扯淡 游戏全程都没啥难度 没有半身不遂肌无力也没煞笔体力槽 顶多怪要存盘才刷新 故事方面 各种谜语人 以及一句话就能解释的屁事非憋着不放 还有大坨臆造词 看得乱七八糟一头雾水 中二病晚期 画面还是可以的 色彩细节都不错 但是一些场景初见难以分辨落脚点和墙壁 另外叫瀑布的地图却连场景带背景没看到一点瀑布 甚至水塘都没有 音乐有点催眠 没有个抓耳的 毫无记忆点 ost一个半小时 但是有有几个场景的音乐感觉是同一个 要不就是太雷同了 游戏性问题就大了去了 首先是地图极大 高情商是量大管饱 人话是跑断腿 而且可以说毫无引导 全都是自己瞎跑 各种单向通道绕一圈非常远 先找到出口了蛋疼死 画面中有大量前景遮挡物 聪明的制作组生怕母亲寂寞 特意在这种地方塞满怪 10个怪有6个会尸爆 还有个骑兵被打下来举着炸弹来自杀袭击 严重怀疑制作组有驴教恐怖分子 怪各种0帧起手远程跟踪aoe 近战更是平a霸体带顺劈 敌人有时能打出硬直有时又不行 就很神必 而且怪的智商堪忧 会各种自己撞刺自杀 甚至排着队的送死 boss不算少 但是行动模式就几大种 就特效改改色 招式范围和衔接排列组合下 挺单调的 也没难度 只有越级20+打戈尔贡时死了几次 剩下都是一次过 再一个后期堆怪很严重 一条十几秒走完的直路给你塞上10只以上的怪 高跳通道也给你散布一堆小怪 就为让你起跳碰头 装备武器方面也槽点很多 大部分都带负面词条 让你没法用得舒心 加攻减防 加暴击减爆伤 加攻速减伤害 诸如此类 能把暴击爆伤堆成负的 甚至还有会自动扣血的 怀疑制作组都是后妈养的 天天能从衣服里翻出针头 魔法的描述也是一坨屁话 写一大堆没蛋用的却没个实际效果的说明 全靠自己试 而且魔法消耗很高 回复却很慢 药水携带限量也很低 还必须站在地上用 并且不少前摇很长 纯纯的鸡肋 不能保存多套装备 跑图赶路刷钱刷经验打boss要换来换去的很麻烦 新获取的东西就写个获得道具 也不写是武器装备饰品还是贵重品 也不支持即时查看 还得挨个去翻 翻到后还是个debuff叠满的负收益垃圾 更是让人失望 武器不能按类型分类 也不支持筛选排序 加收藏 或是前几个用过的临时排最前 更换武器时光标永远是列表第一个 不会自动定位到当前使用的 一大坨找起来很费劲 武器招式实用性一般 后摇长 伤害范围一般 搓招经常出不来或者串 也不能临时禁用不想用的 也就双刀冲斩升空投掷陀螺落地一套操作简单不会串伤害还算可以 全收集也是坑爹 在非常后期 要收集得差不多了 才给你个战利品侦测 而且还要占一个能力槽 然而有几个隐藏点很深 从外面经过完全没有提示 只能看到有大块空白就各种绕着下跳滑铲黑冲头顶 再加上地图极大每个图的最后几个收集品都极为折磨 一些牢骚 开头一堆logo不能跳 总共要半分钟 这段时间又不预加载下存档 纯耽误功夫 打出结局后的staff也是无法跳过 一共十个结局 有8个带职员表 只有隐藏结局的想起来做跳过了 吐了 天赋树里增加获取经验和钱的名字和描述弄反了 好评是肯定给不了 没中评 那就只能不推荐了
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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 2,400 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.
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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 |
| 956ratings |
| 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
Este com toda certeza foi o metroidvania com o mapa mais complexo e difícil de explorar que eu já joguei. Tanto que pensei em desistir desse game varias vezes durante a jogatina. A variedade de inimigos é muito boa, os mapas são muito lindos e bem feitos, tem muitos aspectos de jogos de plataforma muito bem inseridos nele, a quantidade de Bosses desse game e gigantescas e as batalhas contra eles são muito boas. A quantidade de item e habilidades de personagem é bem robusta, o jogo possui muitas missões, desde algumas bem simples até ouras bem mais complexas. O jogo possui muitos finais e cada um deles precisa de vários objetivos concluídos para serem completados, eu mesmo não consegui fazer todos os finais. Minha dica é a seguinte, se tiver muito dificuldades nesse game, procure algum tutorial ou dicas de como explorar ele pois a exploração é realmente o maior desafio que irá encontrar nesse jogo, mesmo assim recomendo fortemente a compra pois tecnicamente esse jogo tem uma qualidade gigantesca.
Minha introdução ao estilo metroidvania, decidi jogar sem pesquisar nada e tenho certeza que ter feito isso tornou muito mais prazeroso a gameplay. História muito bem feita, mesmo que certas horas confusa, me senti cativado ao jogar e a cada descoberta, sendo lugares escondidos, skills e armas, o jogo apresenta algo que implementa ainda mais o mundo de Afterimage. Recomendo muito para aqueles que não tiveram assim como eu o estilo metroidvania como favorito.
敌人有触碰伤害,没有闪避,没有格挡,只有一个没无敌帧不能穿过敌人的冲刺,一冲到敌人身上就触发触碰伤害,打怪全靠拼血,是什么样的天才才能设计得出这样一个横板过关近战动作游戏。 原来战斗是问题最小的,一大堆跳跳乐才是那坨大的,又多又长又臭又极限,看得出来每一个都是精心设计,生怕玩家多一点操作空间,心思全部用来恶心人。
最近撸了很多部类银恶的game,这部撸了5小时撸不下去,记忆点太少,没明确目标,没成就感,手感一般,放弃。支持国产,还是给个好评。
This game is not perfect. Its story is confusing, quest pacing all over the place, it have some rough difficulty spikes and dubious boss designes. So much weapons and items that you dont care about 90% of them. That being said it kept me behind monitor until I saw all endings and done all achievments. I almost never do all achievments. I commend it.
很稀烂的游戏,很难说是一款令人满意的类银。 先说优点吧,相比其他类银,rpg要素多一点,技能也比较多,美术有点特点,boss很多,地图很大,一周目就能全成就。我觉得这游戏很突出的一个优点是整个地图都是连贯的,并没有任何的房间切换,值得肯定。 然后就是无数的缺点了,首先我觉得制作组毫无诚意的一点是,在地图里塞满了不知道是什么人留下的箴言,就像魂游那种,很大一部分是和游戏内容相关的,还有一些完全莫名其妙的话,我根本不知道这些话的意义何在,就是那种现实里的人留下的类似于彩蛋的话,但是和补充剧情的箴言混在一起,从外表上完全看不出来。就诸如早睡早起或者一些莫名其妙的人生大道理,然后下面写着谁留下的这句话。我作为一个玩家完全不知道这句话为什么要在这里,这个人到底是谁,但是它们就是突兀地出现在了游戏里。我不知道这是开发者还是赞助者或者是别的什么,总之非常出戏与破坏沉浸感,实在是摸不到头脑。你真想搞这种东西单独设置一个彩蛋房间不好吗?非要散落在世界各地,破坏游戏体验。其次,这游戏的影塔有点废案区域,有就有吧,那个区域和正常游玩区域离得很近,近就近吧,好巧不巧,这游戏有个探测附近收集物的装备,你戴上了附近有可收集的道具会响,而刚好废案区域有些没用的金币堆。只要你一走过去探测仪就会响,我真的不理解,类银很大一部分乐趣就在于全收集,这种东西你要么离远点,要么可收集,我都通关了你告诉我那是废案?要不是上网查了查我一辈子也想不到这么逆天的操作。那个地方卡bug倒是也能去,就是要卡bug在地图外面飞,我觉得这已经脱离正常游玩的范畴了。就这两点让我感觉制作组非常不用心。 然后就是些稀松平常的缺点了,地图没什么设计,难度有点太低了,心渊看似很自由实则由于等级限制成长被限制的死死的,东西掉到刺上很难捡,遇到了一次boss完全不动被活活打死的bug,boss战场地大部分偏小。技能实在是个fw的东西,很少能见到一个技能前后摇长并且伤害低,并且手柄搓出来有点难度,有点像血污的感觉,大部分技能毫无存在感。武器之间也极不平衡,太刀无脑吸血,射程几乎有半个屏幕,还有弹反,纯纯碾压其他武器的游戏体验。宝箱看起来多,很多东西都太fw了,前面那种辣鸡武器,木头武器,黑木武器,铁武器,每种各六把,这就就要你开18个无用的箱子了,真的无语。然后有的地方贴图还不咋样,并不是很贴合,在天空殿尤为明显,眼看着刺的判定范围和实际范围不一样。游戏里出现的各种弹幕,也十分恶意,非常喜欢追踪、扩散、自爆、滞留,好在游戏难度不高,没造成很大困扰。有的解密也很抽象,比如王城等钟表,你说是致敬我也无话可说。还有“前有悲伤”,谁玩谁知道。 我本人是全收集了的,所有区域,红树沙漠很抽象,显示55个实际有56个收集品,真的无语了,制作组不用心到一个地步了,我还是全收集了发现自己还差一把武器才发现这地方实际上不止55个收集品。有些东西藏得实在太阴了,包括但不限于,隐藏下平台,隐藏黑冲门,隐藏滑铲,所以你看到一个死路,基本上需要先砍砍,然后滑铲一下,然后闪避一下,真的太恶心了。有的地方风向仪找到了,你也差不多知道位置,光找地方进去,都不好找。其次,游戏里充斥着各种毫无必要的隐藏道路,就明明大伙都知道那里有个路,非要隐藏一下,有点为藏而藏的感觉。 总结,制作组设计水平真的不过关,而且非常不用心。
主線整體還行 但跑酷行為過多且有故意刁難的感覺讓人很厭煩 地圖過大就算了 傳送點還都是一些鳥地方 真正重要的是一個都沒有(逼人一定要浪費時間跑官方惡意的地圖屎) 怪物圖鑑還不是按地圖區分(要解料理任務時要查掉落物資訊有跟沒有一樣 只有圖然後怪在哪個地圖等資訊屁都沒有)武器技能沒明確說明這點很智障(法系武器尤其嚴重) 角色動作不順暢沒辦法迅速做出反應 最後的王(伊修斯)比前面的鳥人.雙火巨人還沒威壓 打起來挺失望的 42號線很麻煩 動作緩慢不流暢又一堆限制 完全感受不到樂趣只有滿滿官方的噁心惡意 (凸)會這樣說就是因為真結局必須要過42號這線 根本沒有說不的選擇 這遊戲真的只有美術過關 劇情.地圖.物品資訊.任務引導.成就都是屎 真的是用腳做遊戲 (遊玩時間不是我口嫌體正直 單純是睡覺沒關所累積的)
I want to like this game, but the platforming is frustrating. there's so much "this looks reachable" when it needs a tiny bit more for a double jump or jump-dash. and then when you miss a jump, the "start the sequence over" point is far away. Or you fall a long ways and have a ton to redo. The controls are kinda meh, I get that the dpad is used for items, but it's annoying that I can't use the dpad for precision movement. Apparently 'normal mode' is easy mode, there's zero strategy and you can face-tank basically everything. the distances between places feels huge, and fast travel is needlessly item-gated. All this put together, and it feels like I'm wasting my time trying to get from point A to point B. The background art is great, but the in-game character art feels out of place - like it's the "that's the object that is going to move" in old animated stuff. And the menu is terrible - too pretty, not functional enough. picking skills out is awful - you can only use the thumbstick to move around an unnecessary spiderweb - no dpad, no wasd (oddly, arrow keys?) and things with "lvl1 / lvl2" of the same skill will be available at "char level 1 and then later char level 50".
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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