
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 1021 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
我并不是推荐你购买这款游戏,我是想要告诉你 “自己在意的才最重要不是吗?” 回头想一想自己为什么玩游戏,我想对我来说,是找到一种感动的感觉,找到一种介乎与放松与紧张之间的状态。 如果你的资金并不那么的紧缺,如果你和我一样,被这个游戏的画面所吸引,那么就坚信自己的—— “感受” “感受”是最重要的,不要总是去根据评论去判定一款游戏是否适合你自己,不要去太过于注重他人的评价,也许,你就是会喜欢这样的。 也许呢? 毕竟你有两个小时的时间不是吗? 你可以选择离开 就像你从来没有来过 最后我谈一谈自己的“感受” 也许我是一个特别感性的人,我会因为很多的情节和音乐被打动,我会因为很多很小的地方感到开心。 无论怎样,我必须承认,这款游戏,不,也许是陪伴蕾妮的一段旅途,确实让我烦躁的心平静了,确实让我感受到了快了,感动,我想也许人生和游戏一样,也是这样的。 我们在那个对的时间遇到了一个普通的家伙,但是因为是特别的时间,所以也就成了特别的家伙。 这个游戏很普通。 但是我“感受”到了快乐,所以留下这个好评。 希望看到这里的你,也能遇到自己的快乐。
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)
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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 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.
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 |
| 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
купила игру по большой скидке, рублей за 150. была наслышана хорошими отзывами, и подумала, почему бы не сыграть? метроидвания - жанр уже словно родной, ибо я прошла на 100% хк и сконг, mio: memories in orbit (мой фаворит), и многие другие планирую попробовать и пройти на сотку. и что могу сказать? afterimage - очень спорная. мне она, лично, вообще не понравилась. особо каких-то плюсов выделить не могу, ибо нет какого-то аспекта, который выделился и понравился больше всех. теперь по порядку: музыка - такое себе. это субъективщина, но 90% треков бесят и не слушабельны. слышно очевидно как музыка зацикливается, есть вообще просто реюзы треков, которые ни к селу ни к городу (почему тема финального босса играет при ПОВТОРНОЙ битве с какой-то рандомной оккультисткой?). из хайлайтов бесячего - трек города изгнанных. на такую огромною локацию так мало разнообразия, он бесил еще с самого начала. прогрессия - очень скудная. по мере прохождения ты будешь получать оружия (хлыст и коса были моим основным билдом на протяжении всей игры), и можешь качать их скиллы в древе, и в зависимости от используемого оружия будет варьироваться степень интересности. например, у косы и хлыста есть классный скилл при атаке и удерживании вверх, которые дают много урона, но некоторые скиллы как будто тяжко выполнять, ибо у них непонятная комбинация. косу можно отправить бумерангом, если на контроллере зажать вверх, а потом атаковать в сторону. быстро это сделать не получится, поэтому либо получаешь урон в попытке это сделать, либо опираешься на то, что есть. помимо оружия есть различные шмотки и аксессуары, но у них такие сомнительные в действии эффекты, что про них можно просто забыть. раутинг - просто отвратительный. я потерялась в общем случае дважды, в первый раз я не доплыла до другого острова, где должна была быть по прохождению, и думала что застряла, ибо на том острове были враги сильнее меня. второй раз - я не дошла до босса, который дает абилку, из-за чего был большой тупик. и впринципе, прохождение идет очень грустно до момента, как ты не получишь двойной прыжок и умение лазить по стенам. платформинг - унылый за счет нелепого управления героини. прыжок не высокий, а цепляться за края платформы она не умеет, а значит платформу надо либо перепрыгивать, либо пытаться ухватиться после получения способности карабкаться по стенам. чеканка по специальным мобам реализована тяжко, ибо есть ощущение, словно иногда надо ловить точность по пикселям, чтобы приземлиться. боссы - самый смак. игра ПОРАЗИТЕЛЬНО легкая, большая часть боссов умирает с одной попытки, в которой можно просто принимать лицом весь урон и тыкать врага любым оружием. но есть и парочка боссов, на которых надо будет потратить больше чем одну попытку, и возможно, ты даже запомнишь их имя (первый страж, у которого две фазы и непонятные хитбоксы и он сложен чисто из-за artificial difficulty, и красная рейни, атаки которой просто не читаются и вносят очень много урона). визуал - сойдет, но неприятный.. у игры есть очень интересный прикол - она становится попросту неиграбельной при выборе низкой графики в настройках, поскольку все окружение выглядит так, как будто его нарисовали в пейнт, а ассеты (которые кстати выглядят всегда, как должны) нашли в интернете и поставили, как пробный проект на юнити по туториалу. карта становится бесполезной, ибо это один сплошной размытый фон. и только на высокой настройке графики игра начинает выглядеть так, как должна, даже не на средних. финальная оценка: около 4/10. у меня ушло около 16 часов до первой концовки, остальные 30 ушли на закрытие квестов, других ачивок, и прочих концовок (даже ни+ прошла!). изначално думала дропнуть после первой концовки, и отчасти жалею, что так не сделала, ибо игра того не стоит.
I like metroidvanias, and so I enjoyed this game, but it is noticeably unpolished and shallow. It feels like it tried to blend rpg mechanics with metroidvania mechanics, which is a good concept, but the devs did not think about how to make those mechanics mesh, which made the lack of polish more visible. For example, you can get weapons as item drops from enemies, but there is no weapon durability, so you never need a duplicate of a weapon. You have a lot of health and there is a level system and skill tree, so bosses rarely take multiple attempts, and you barely have to be good at the movement to defeat them, you don't even really need to learn their patterns if you are a high enough level and have healing potions. There is a magic system, but no explanation for what the spells do, so all you have to go off of is the spell's name, and seeing what happens when you cast it, which can be confusing when some of the spells are buffs/debuffs. You also cannot cast spells if not standing on the ground, which you again have to figure out for yourself. The map is very big, which makes exploring it fun, but at the same time it is so expansive it is easy to get lost, and I had multiple occasions of not knowing the route forward due to poor signposting, and had to scour an area to figure out where to go next. There are quests, but again, poor signposting lead to me getting an ending of a game and not even realizing it until the credits rolled. Overall, while I enjoyed this game, I enjoyed it despite it's flaws, and it is definitely not worth full price of 25 dollars. Buy it when it comes on sale, if you don't have anything better to play.
It’s the Elden Ring of metroidvanias — and I don’t mean it’s as good as Elden Ring, but in its structure, its overall feel, and especially the sheer scale of its world. The hand-drawn art style is absolutely stunning, with vibrant environments and a level of visual detail that makes every area feel alive and worth exploring. The gameplay is incredibly fluid and responsive. Movement feels smooth, combat feels tight, and the core metroidvania elements are executed really well. Progression is solid , and the level design flows naturally, making exploration feel both rewarding and intuitive. On top of that, the weapon and build variety adds a lot of depth. You’re not locked into one playstyle, and experimenting with different setups keeps the experience fresh throughout. If I had to point out a con, it would be that the first half of the game lacks a bit of challenge. It takes some time before the difficulty really kicks in. And sure, I could nitpick a few other flaws here and there — but honestly, I’m not a game critic. I could go on and on about this game, but this is it for now. All I know is how much I enjoyed it. For me, the strengths of the game completely overshadow its flaws, making it an incredibly fun and satisfying experience from start to finish. A perfect and deeply enjoyable metroidvania in my eyes — 10/10.
Just too big with little indication of where to go. Yes, exploration is a given for the genre, but there comes a time you are struggling for direction.
I love this game, ive followed the game since early development and ive played it about 5 times on different platforms (2 times on switch and 2 on mobile and 1 on pc) but i cannot recommend the pc version to anyone, some npcs like Emily and owl near the end of the game wont spawn and the quests for them cannot be progressed. Also i got the achievement that i reached level 99 and got all abilities but i never got all abilities . Honestly the pc version has bugs and i had to reset 2 times.
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".
good
I loved the art design, that's what interested me to buy the game but that was about the only positive I found in the game. The combat is very simple, basic, there is no need to dodge or use any of the unlocked attacks when you can just smash something a couple times and it dies (including bosses), never had a need for healing, never felt any difficulty at all. Far, far too much dialog. The talent tree did not look well thought out or very helpful. The level design is just too open, too much wasted space. As nice as the art is you aren't spending much time in any areas to enjoy it. Overall the game feels very generic.
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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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
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| $3.4M | 3.6K | 80% | $29.99 | |
| $3.5M | 2.9K | 65% | $59.99 |
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| — | 0 | — | — |