
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
前期受苦,后期无脑吸血砍砍砍~
太大了 才几个g 这体量绝了
什么奇怪的手感,像根羽毛一样轻飘飘,除了冲刺说得过去,起跳和下坠慢的要死,粘滞恶心。开局2个地图(只打到这卸载了)无数个冲刺跳环节(意思是:你直接跳不上去,硬生生要你从一个平级平台冲刺跳过去),消磨你的时间。然后地图太花里胡哨了,打怪升级加点也奇怪得很(每个槽有个基础点,还有等级限制的后续加点,可能部分人觉得还行,但对于懒人记性差的,就是麻烦得一匹)。下载删除下载删除,这是第二回合了,真的就是一点点探索欲望都没有。感觉很奇怪的游戏,支持我扫完第2张图的竟然是地图从灰变清晰的洁癖,而不是游戏本地带来的乐趣。总结:除了画面,一无是处。
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 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
界面漂亮,但是也就这样了,乏善可陈,武器很低偶但是打击感一般,升级选项很多但是杂乱,语音有中日英三种,和文字语言可以独立调整,比如文字选简中,配音可以任选中日英。但是三种配音都很一般,都是日式风格的嗲萌配音。故事也没意思,至少我不觉得好奇,挑动不起来情绪,很套路。打折十块钱出头可以买,但是已经不想玩了。
nb
游戏本身相当便宜并且量大管饱,但是游戏剧情意义不明并且充满了谜语人,战斗只能换血毫无交互。幸好难度并不高,总体下来还算是好玩
除了剧情引导和私人地图设计外其他还好,到了后期还得回来打原来地图
正常游玩还可以选难度,还可以刷级让boss好打点 但是尝试了一下试炼,就觉得战斗设计的太让人不爽了: 怪物招范围又大,攻击频率也快。而主角只有后期一个无敌冲刺这一个无敌技能,巨剑能弹反,但是伤害低。太刀能弹刀,但是是松手(说实话一直没搞懂怎么稳定出发,可能松手触发比较反直觉吧)。 怪还有碰撞伤害,武器基本都是近身,而主要输出手段就是主武器了,流派太少,不像空洞骑士有徽章多种搭配。 战斗的缺点在试炼里完美展现,怪物伤害高、碰撞体积大多也比较大,攻击频率也高,主角又刮痧。 武器虽然有6种?每种武器还有技能,但是技能大多比较鸡肋。 感觉不合理的地方好多啊,像是只管量大了,好不好吃扔一边了 剧情感觉也一般般,不去查的话,只在游玩过程中看对话,基本只了解到人类与巨人的战争这部分,其他部分的剧情太谜语人了。也不知道打的结局算什么意思 但是十来块的打折价格也算值回票价(地图挺大,场景美术还好)但是说实话,要不是因为古剑3是烛龙做的,我可能根本不会买
1、画面美术确实不错,但游玩体验有非常多硬伤,玩得十分煎熬,不推荐普通玩家入手。 2、任务引导几乎等于没有,地图体量庞大,区域错综复杂,没有清晰提示告诉你主线下一步该去往何处。高等级危险区域完全没有任何屏障、等级提示,新手乱跑很容易闯入强敌区域,反复暴毙,只能漫无目的到处瞎逛,大量时间浪费在迷路跑图上。 3、存档点分布极不合理,整体数量偏少,绝大多数BOSS房间门口没有前置存档。一旦打BOSS失败,就要长途重跑一大段路重新挑战,反复跑图消耗大量耐心,挫败感很强。 4、剧情叙事全程谜语人。NPC对话充斥大量专有名词,世界观、人物背景不做解释,没有清晰的剧情铺陈。玩了很久,依然看不懂故事脉络,不清楚人物动机,大部分设定只能靠玩家自行猜测,代入感很差。 5、战斗武器平衡性做得很差。敌人碰撞体积夸张,近战刀剑、双刃这类主流武器必须贴脸输出,攻击过程极易吃到敌人接触伤害,明明挥刀打到怪物,自己同时被扣血,操作容错极低。远程选择有限,多数时候只能硬着头皮近身肉搏,挨打是家常便饭。 6、生存资源设计很别扭,回血药品怪物掉落概率很低,玩了很长时间,找不到商店购买血药,也没有解锁药品合成途径。一旦药瓶耗尽,后续冒险非常被动,残血之后只能硬扛风险继续推进,进一步放大闯关难度。 7、整体体量很大,但引导、存档、战斗资源多处设计欠考虑,更适合硬核银河城爱好者,普通玩家很容易被以上问题劝退。
收集党的噩梦
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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