
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
就游戏性和引导而言非常差劲,地图令人一头雾水
一款优缺点都很明显的类银。 美术和场景很好看,音乐也还行。地图体量非常非常大,很实诚了。天赋树、武器、装备、饰品多多,养成RPG系,适合闲下来看着风景慢慢探索成长。后期解锁各种技能,可以玩很多不同的武器和配装,有丰富的搭配组合。个人比较手残,除了实在找不到的地方也不怎么看攻略,全成就大概用了八十多个小时。boss可以靠技术打过去,也可以靠养成数值和配装碾过去。PS:果然一如既往地能感受到团队的诚意和认真,地图里也有小龙人和玩家的留言彩蛋,这些都算烛龙家传作风了吧hhh。一周目或者一个存档就能解锁全成就,这点特别好评。 但是游戏的整体引导不太行,点名批评,主线支线都没有明确的目标指引,开荒只能自己往大概方向地毯式搜索、或者翻攻略,可能迷失在找目标的路上。机动手段不全时,找道具和查漏补缺的舔图比较坐牢。地图指示比较少,需要自己留意标点。部分地图大归大但是比较空。键鼠操作偶尔不跟手,有些需要一次性通过的长跳跳乐要是卡在半途真的很容易红温。 最初是为了古剑四能活着来支持一下的,但实际体验完之后,抛掉场外因素,就游戏本身来说,我也愿意给个推荐鼓励和闲时玩一玩,算是一个瑕不掩瑜的作品吧。 最后,宅龙,加油啦!
Media

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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 2,515 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 |
| 958ratings |
| 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
Finding a metroidvania that matches your tastes can be difficult. Afterimage is one of a kind, for better or worse. In my opinion, this game is loved most by people who lived through a specific era of gaming: the age of magazines and the early internet. The game never holds your hand. You are thrown into the world with a hint of lore, and from that point on it is just you and a massive map to explore. You have to find the NPCs in each area and follow their quests, figure out how to complete some of them, and work out how to unlock all the endings. You can decide when to take on the final boss fight, and you can even choose to complete the entire game before doing so. The combat feels genuinely unfun at first and the difficulty seems very low, but eventually a whole world of equipment and weapon arts opens up. If you are the kind of person who enjoys the "I need to look up a guide and a map to keep going" mindset, then this is a wonderful game packed with secrets. Otherwise, it can be very frustrating. One universal flaw is the map system, which is sometimes annoying to navigate due to clunky zooming and a limited number of available markers. A major strength, on the other hand, is that the game is not punishing: you can die without worrying too much, which strongly encourages exploration and makes the very sparse checkpoints far less frustrating. I think anyone who plays metroidvanias should give this game a try.
เกมนี้ถือว่าดีเลยสำหรับคนที่ชอบแนว metroidvenia มีอาวุธให้เลือกเล่นหลายอย่าง แผนที่ใหญ่มาก มีฉากจบหลายแบบ เล่นแค่รอบเดียวก็เก็บได้ครบทุกฉากจบเลย ส่วนเรื่องความสำเร็จเกมนี้ส่วนใหญ่จะปลดเยอะๆช่วง end game 100% เกมนี้เก็บไม่ยากแค่ต้องอดทนเปิดไกด์ช่วยเก็บของ
簡單說就是經典的銀河城風格 手感基本上就是月下(IGA城)的手感 再加上掛掉時會記錄的魂系設計 難度的普通/進階大概就是月下/比較簡單的空洞 主要影響敵人的傷害 跟地圖陷阱(剌、岩漿...)是否會有傷害 頂規的美術搭配好聽的音樂 地圖大概是我玩過這類遊戲最大的吧 自由度很高我個人是玩的很開心 探索地圖會煩燥的人可以先離開了 很多人在講的傳點耗材 其實就是傳統設計的傳送點 + 記錄點 不過傳送點也有記錄功能 消費道具(商點有賣)可隨時傳送到傳送點/記錄點 猜測是因為地圖太大才追加的方便功能吧 支線任務沒有提示的問題 其實NPC移動到哪都會標在地圖上 只是地圖太大找起來很麻煩 這部份真的有改善空間 例如地圖縮到最小時能看到NPC圖示之類的 私心希望還能有IGA城後期常見的快速衝剌功能 加快玩家的行動速度也減輕地圖大的探索壓力 許多細節內容能看得到製作組的用心 推薦給喜歡經典銀河城的玩家
No era tan malo al final. Solo no lo platines
挺不错的,画风挺好,内容也多
非常没意思的游戏,地图设计很一般。制作者喜欢搞死路,走到头只能原路返回,地图又大又空,探索奖励又基本没有,绕远路开宝箱给一血瓶属实让人有点无语了。 满地图都是几个小怪反复放,没人让人想打的欲望,技能树也是敷衍了事,甚至后面有锁不给看描述。 只适合有很多空闲游玩时长的人去游玩。
게임이 너무 밝아서 눈아픔
O jogo é ok, mas não conseguiria recomendar ele pra alguém. Eu mesmo não terminei.
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 | — | — |