
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
Very good and pretty looking metroidvania addition, me likey
说实话本来没想给这游戏好评,但是也没有给差评的理由。先说优点,美术设计和战斗手感没什么问题,硬要说就是主角跑起步来有点小瑕疵。剧情方面值得一提,原创世界观非常好,虽然放在近代略显俗气,但能衍生出很多东西,该说不愧是魂游吗。玩起来也很有意思,非常适合长时间沉浸游玩。反面,整条剧情线透露出一种我知道你在讲什么故事,但是我都无法理解的感觉。也许制作组乐忠于暗示情节发展,但人与人之间都是会有认知偏差的,很多结局看的我云里雾里,不妨和开篇一样人声叙述。说到这个开篇剧情看的很突兀,给我的感觉是不如游戏内慢慢带入推进世界观的效果要好。但除了这样开篇还能怎么开呢(笑),所以不挑这个理。 这时候来到咱们喜闻乐见的缺点环节,事先声明,本人因初生牛犊的不怕死心理看着游戏内仅有的两个难度选项也是看都不看直接选择了进阶难度,看着评论区里大家都在说“跳跳乐”怎么怎么样的时候本人还不以为意,直到被各种尖刺陷阱加上怪挡路的“小巧思”折磨死数次后(说到底在我看到用巨剑弹反后依旧掉大血亮真的很绝望)回看普通难度与进阶难度的说明心理一万分后悔,本人没有破防(假的)。跳跳乐确实是值得诟病的一点,虽然跳跳乐是恶魔城系列的一个特色,但从我目前约为40个小时的游戏时长里让我留有印象的真的就是跳跳乐(其实还有第一次被虐杀的boss最初骑士),真的太多了,玩起来很累。另外还有一个地方,也许是我自身的问题,但是游戏内的指引系统确实不够好,我在击败猩红骑士后的几个小时里都还不知道自己可以穿过阻挡(还是后续查了攻略以为自己少拿了什么东西最后跑回原地贴着阻挡后才看到提示),有一种什么都不知道的美感。还有开图方面,很迷茫,不知道什么时候该开什么图,我真的没想到我在开完上下图后去水之领域的路上发现怪稍弱,我立马意识到我之前一直在跨级打,瞬间无力了,看不到怪的等级和血条只能跟着感觉走。当然这可能也是魂游的一种特色,比较自由嘛。 但是话又回来,看似我给的差评篇幅比好评更多,但是从我讲的缺点极少来看可以说明这游戏确实没什么太多毛病,值得一试。
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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
全成就005 7.0/10,国产类银,难度不高,有时间玩的可以试试。 + 量大管饱 + 较优秀的美术和音乐 - 难度偏低 - 剧情较平淡 - 地图比较空洞 - 流程很长,但是玩起来有点无聊
如同嚼蜡……
挺好玩的,首先画质就挺不错的,其次有轮椅双刀也有手法太刀,量大还管饱。
Peak.
.
Me aburrí rápido
也算全成就通关了,整体来说两大管饱,但个人感觉收集饰品和武器这方面略有欠缺,特别是在巨人陨落处的一把巨剑,转了四圈才找到,总体来说值得游玩,剧情也很不错。
Okay so a lot of the reviews--both recommended and not--are from early patches (2023), which explains some of the negative points people have made. Pros/Cons: - Music: peak👌💯 - Art: peak 2×👌💯 - Fighting Mechanics: unique and cool (+ something people might forget is that you can disable abilities for your convenience (imagine the circle attack with the whip in the air is inconvenient for a said boss and you prefer the forward attack with more range)), but sometimes starts to feel like neglected content. The class/resistances system has no wiki whatsoever and moreover weapons variants you get earlier in the game become useless when you find stronger ones, even if the older weapon variants had better abilities. That + you're probably not going to use even half of all the weapon variations you find. - Enemies: personally think they are well-done. Unlike with other games, it's not like you encounter extra annoying enemies end-game. They're simply different and a bit stronger, that's it. In fact I think the area that annoyed me the most with enemies, not an end-game area but just late-game, was Silent Coast. - Bosses: this game is hard, which is why the devs made an easy mode and changed that to the standard one (you may have experienced this before in another metroidvania...). So play on the true intended difficulty, and then what? Bosses are difficult, but they are much tied to leveling and skill/gear loadout. As for leveling, sometimes you'll accidentally come across a boss that is too difficult for your level, sometimes a boss you accidentally skipped before and beat them with your eyes closed. If you fight bosses of your own level, you don't need to eat buff meals and maybe won't even need potions either. As for skill/gear loadout, sometimes they make a massive difference, sometimes not. That being said, as for the bosses themselves, again this game is hard, but paradoxically you don't really play it for the boss fights... what I mean is that boss fights aren't that much of a main focus of this game unlike some other metroidvanias, so they are a bit more... open? Like you can just move outside of the boss' attack pattern/range and heal easily. Some bosses, especially in the beginning, can be beaten without tactics. So you just heal a bit, dodge a bit, attack a bit, and absentmindedly progress after beating a boss that can be either difficult or not, simply because you don't need to resort to highly calculated tactics that much other than learning their attack patterns. - Vague Narrative: the story starts with a main character who basically has 0 knowledge of all the lore and the plot. Plot points pile up before they finally combine, at which point many if not most players comment that it is too much to make sense of. It's one of those games where you have to pay a lot (a LOT) of attention to really get it, and that brings us to the next point. Other than that, the plot overall isn't that captivating, so that doesn't help with making sense of it after a long 40+ save file hours either. - Lack Of Guidance: fortunately not *that* much, and there are guides online when it becomes truly too confusing/choreish to figure out. - Massive Map: I personally liked it. When this game was in its early release there were *some issues*, but now I dare say it beats most metroidvanias when it comes to mapping. Biomes and layout are diverse which is a feat in its own considering the size of the map. - Exploration Fatigue: a bit frustrating, but not in a way that the game feels like it overstays its welcome (except when you try to 100% I guess, but that would only be normal) - Progression: there are some skips and much freedom in personally choosing your exploration path, although note that one area still has stronger enemies than another. Areas are well done with (hidden) content, lore points, boss fights, and all that stuff. - Multiple Endings: traditionally, there are endings and there is a true ending. To get the true ending you have to go through 3 or 4 main endings, of which one-and-a-half are canon endings. The endings aren't satisfying enough to drop the game before getting the true ending, though fortunately for someone, completing the true ending after the first main ending doesn't take that much compared to time it takes to complete the first main ending. - Platforming: thankfully that this is not a platforming game. Not because I hate platforming, except for this game in particular where an undodgable/unblockable enemy waits at the end of just too many platforming parts where they hit you, you get knocked back and fall back all the way down. Obviously that is annoying. Other: other than what I mentioned, unfortunately some things in the worldbuilding/map feel like neglected plot points, perhaps because they were intended for a DLC or sequel of which we haven't heard any news. So either those plot points are just for the lore/worldbuilding, or they are indeed neglected. Can't say. All-in-all: The game is beautiful and unique, I personally believe also worth the time and money. The plot vagueness, though, is a major point that cannot just be ignored and subtracts from the overall score. Still, I would rate this game at least--I said *at least*--an 8/10.
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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| — | 0 | — | — |