
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
good
司马玩意,闪避没有无敌帧,比丝之歌还逆天的跳跳乐,一个摇杆要你吗的当几个键用,傻逼设计,浪费老子钱
Ставлю палец вверх, потому что на раслабоне игра принесла мне достаточно удовольствия за свою цену (со скидкой) и с моими ожиданиями. Но есть нюанс Истинным фанатам жанра (которые закрыли пантеоны полого рыцаря и даже не подавились) смотреть в сторону этой игры не рекомендуется совсем: 1. Никакого билдостроения. Несколько видов оружия, из которого я сходу выбрала наиболее для меня удобный вариант и не меняла ни разу до самого конца - все. Ну еще есть магия, но там все еще проще. 2. Крайне незапоминающиеся боссы. Почти всех я убила с первой попытки, но и остальных не пришлось изучать для победы. Много зарядов хилок, часто даже уворачиваться не надо, стоишь и затыкиваешь босса, иногда отходишь похилиться. Да, вначале немного труднее, т.к. нет толком навыков типа двойного прыжка или рывка, но сути не меняет. Финальные боссы вообще никакие. Я дошла до них неспеша, но уж точно не перекачанная, тем не менее боссов не почувствовала. Показательно - боссов было два, я на первом старалась не тратить хилки, мало ли, вдруг второй готовит мне подарочек, но каково же было мое удивление, когда после первого босса игра мне полностью восстановила здоровье, хотя даже уровень не поднялся. 3. Много дополнительных включаемых пассивных навыков, которые не нужны. В гайдах их советуют переключать в зависимости от задачи (изучение мира или битва с боссом), но смысла в этом нет, ибо ты больше времени потратишь на дорогу до точки отдыха (а только там можно переключать навыки) и обратно, чем на битву с боссом. 4. Есть механика с готовкой. Еда дает небольшую постоянную прибавку к какой-либо характеристике и еще временный баф. Есть ли в ней необходимость? Только для закрытия ачивок, ибо одна из них дается за приготовление всех блюд. Как-то так. 5. В целом прохождение со временем становится только проще: куча доп навыков, зарядов хилок больше и т.д. А казалось бы, должно быть наоборот - чем глубже игрок погружается в геймплей и лучше узнает механики, тем сложнее должна становится игра, пропорционально растущим навыкам игрока. По итогу игра зайдет любителям несложных игр или кому в целом нравится жанр, но кто не критичен к уровню сложности. Если ты из истинных хардкорщиков и не уважаешь игры попроще - не лезь) Ладно, заикнусь о плюсах, обзор все-таки положительный. Ненапряжная, симпатичная и красочная, оружие друг от друга отличается, так что смысл в выборе действительно есть. А еще есть плащи, которые на характеристики влияют слабо, но зато меняют цвет костюма (я ходила в черно-красном с золотом) - красивое.
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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
Здесь скажу так: за 2025 год я успел поиграть в 8 разных метроидваний. Если вам реально нравится этот жанр, то играйте в обе части Hollow Knight и Ori. Как качественный вариант после них — ENDER MAGNOLIA: Bloom in the Mist. От всех остальных игр в этом жанре, включая эту, вы вряд ли получите такое же удовольствие. ⭐Мой рейтинг: 3/10
小白想入门类银我会推荐这款游戏,算瑕不掩瑜吧,地图有些大且空,不过考虑到这算一个世界倒也觉得没啥,任务引导不明显和传送要消耗品是个蛮严重的问题,优点就是量大管饱,考虑到算是新人练手作内容还是蛮丰富的。 在此顺便多嘴一句,有些人喷都没到点上,在银河城游戏里喷怪碰撞有伤害和前期冲刺没无敌是何意味,还有说前期地图收集品看到拿不到,不会真是第一次玩类银吧
The game did not inspire me. Felt a bit boring and generic.
In a market oversaturated with Metroidvanias that have nothing of Metroid and nothing of Castlevania, Afterimage actually manages to distinguish itself while taking advantage of its roots; this is to me the definition of underrated because people refuse to see this game for what it is. Pros: -The art is gorgeous, probably the best I've seen in a metroidvania to date -Elaborate weapon system, that makes so things aren't stale for too long because you can always swap your weapons for different ones, including magic -No "going to very specific NPC you can miss just so you are able to upgrade your weapon", you can do it at any time -Proper ties with the story regarding the death and respawn of the MC -A lot of area variety, with good use of both vertical and horizontal areas -Satisfying movement all throughout the game -Great Map system that has a wide range of markers that are infinite and usable and removeable at any time -Allows teleporting easily between save/heal points with potions, saving a lot of time Mixed: -The story didn't feel anything speical to me, which is fine for a gameplay focused game like this one, but doesn't excuse the fact it's not that great -Huge map and areas, can both feel rewarding to explore or a chore at times -The music does its job, sounds good but isn't exactly memorable Cons: -Sometimes the progression can feel a tiny bit cryptic, especially at the second half of the game -Underwhelming NG+ campaign, that despite having a new playable character, is mostly just an asset reuse with a bit of lore -The ending requirements are way too much for anyone to do without a guide I've always heard mixed thoughts on this game, and honestly? I don't get it. I'm conviced the people saying that the "combat is bland", that it's bad because theres no vertical attacking and that there's "no platforming" haven't even tried to engage with its systems, which is sad. Do people really need everything handed to them on a silver platter? This is very above average title compared to the current stagnation in the genre, you just have to not be a narrow-minded fool and enjoy it for its quirks.
完全不推荐任何人购买。 不要相信什么量大管饱,美术可以的优点评价,因为这游戏的一切优点都被丝之歌碾压,完全就是不用玩的垃圾游戏。 丝之歌比你更量大管饱,美术比你更好,内容比你更多,丝之歌尚且已经内容量充足到让人厌烦了,你大而空,多而杂的系统怎么去比? 游戏玩家不是来赤石的,如果你觉得没必要和顶级作品空洞12比,那也可以选择grime、ori12这些还是比你更量大管饱、美术比你更好的类银游戏。玩家的时间非常值钱。这个游戏所有优点都可以被完美平替,而他的缺点让人难以接受。 更变态的是,所谓的美术还行,是建立在牺牲大量动画过度、和美术风格同一上的,是建立在“每一张图都是桌面壁纸”→“每一张图恨不得用所有颜色涂满”上的。没得吹又要完成宣发任务,那可不得拎出个美术谈谈吗。 至于游戏性到底有多差,看其他差评吧,不再赘述。
더빙도 영어,중국어,일본어의 3개국어. 맵도 무진장 넓은것 같고? 열심히 만든듯 해보이지만.. 40분 정도 플레이하다 더이상 못하겠더라. 난 도저히 이 게임의 컨셉을 알 수가 없다. 컨셉을 알 수 없으니 흥미가 생기질 않는다. 주인공은 누구인가? 어떤 사람이지? 내 곁을 따라다니는 사역마는 또 정체가 뭔데? 모험을 하는 이유나 목적, 이 세상에 대한 설명, 왜 이런 몬스터가 생겨났고 싸워야만 하는가? 아트에 대한 칭찬들이 있던데, 내 감상으로는 예쁘다기보다 뭔가 좋아보이는 것들을 조잡하게 펼쳐놓은 이도저도 아닌 아트다. 조잡하고 칙칙하다. 이 게임의 아이덴티티를 전혀 느낄 수 없었다. 스토리가 별로거나, 백번 양보해서 스토리가 신비주의 컨셉이라면, 아트나 게임성이라도 좋아야 계속하는 맛이 날텐데. 앞서 말했듯이 아트도 내 스타일이 아니고, 전투는 재미가 없고. 메트로베니아인데 위 공격이 없어서 조작감도 구리고,재미도 없는 능력치 찍기는 왜 이렇게 세분화 되있는지도 의문이고.
量大管饱,但是跳跳乐太多,喜欢跳跳乐可以做平台跳跃游戏,别塞类银河城里
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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