
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 1035 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
マップが広くて攻略する楽しさよりも移動の面倒さのほうが感じてしまった。 レベルが上がるとキャラが強くなり、回復も消費アイテムとして持てるのでハードでもボス戦が簡単でやりごたえを感じなかった。
Solid Metroidvania. Difficulty curve is a bit uneven.
really enjoying this game so far, especially after getting double jump, the game really opens up and becomes even more enjoyable
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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 · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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 |
| 959ratings |
| 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
Do note that this review is subject to change as I do more endings; So, the biggest problem for a normal person is the lack of direction. Early on it gives you the vague objective of reach the Misty Waters, but how you get there is up to you. As a fan of Metroid, I don't have a problem with this, as I usually enjoy the puzzle of finding out the right paths. HOWEVER, Metroid usually does its best to not have plot triggers that you can just stumble into out of order... this game doesn't. That's MY biggest issue; you can, if you just free roam explore, stumble into plot triggers and get stuff out of order. For example, I was supposed to reach a point in the Ashen Canyon from its right for a plot trigger, instead I came in from its left. As I jumped into the canyon, the game freaked out and jumped to where I was supposed to be, then went back to my character and the moment she landed, a cutscene happened where they talk about the canyon and not to fall in, as if I was where the camera jumped to. I've also had random other plot coupons fall into my lap by just looking around and then suddenly I break sequence because I clearly had something I wasn't meant to have at that moment. It's super jank and it feels like I did something wrong, even though the game didn't bother to lock things sufficiently, or have a flag set for things to not appear until needed. The second biggest issue is the plot. Now, granted, there's a bunch of endings that I haven't gotten and there's still places to explore, so maybe this will change, but as is, the plot itself is scattered and vague to a point where it doesn't make a whole lot of sense. The setting is neat and all, but without the lore being solid and making full sense, it's all wasted, because basic questions are just dangling. The game has a nice variety of weapon types that all feel different, and each one has special attacks you can unlock that aren't just straight upgrades. No weapon type truly falls behind or feels out of place... except for magic. MP in this game is very limited, even the potions that refill it are, but spells consume too much MP and really don't offer a whole lot of damage output for the cost. Frankly, I find it to be largely useless and just go melee on foes. Mechanically, the game is fairly alright. You start with a dash that functions both on the ground and in the air, and it can be a back dash as well, for dodging. The air dash is vital, not only for just base movement, but to also dodge and platform. Combined with the double (and later optional triple) jump, you can cover a lot of distance. However, if you really want to add more, you need to do weapon hovering. I find it easier with the dual blades, but you can attack while in the air and, for a short period, "hover" while still moving, allowing you to cover more distance at whatever height you attacked. It's not very large, but it can be the difference between success and failure. Because trust me, there's a lot of platforming in this game and you WILL need it if you want to get everything, because most of the gear in the game is locked behind them. Various power ups, called afterimages, are in the game, and a few I feel come a little too late. Such as the ability to move through water, the ability to move through energy barriers that are more annoyance than actually locking you out of anything important... or the optional triple jump. They really needed to be spaced out better. The dialogue in this game... sure does exist. It's uh... wordy and flowery, is the best way to describe it. Like somebody thinks they know how Tolkien wrote without reading it, and then merged it with Shakespeare. Lots of roundabout ways to say things; it's meant to invoke fantasy and I suppose make it feel like a different world, but it's just annoying. I swear, if I see one more "mayhaps".,.. There's several different quest chains, but no real quest markers. You just happen to stumble upon the next link in the chain randomly, and then it's off to explore more to maybe find the next link. If you can. These can also seemingly be encountered out of order, from what I can tell, anyway. Also, I guess I should mention the few unfinished areas. Side areas, nothing important to the main story. It sucks that the game wasn't fully realized, but at least it's not like they just couldn't finish the main story in time. All in all, this game is worth playing, but not for the story... so far. Again, that opinion could change, but for now, it's worth playing for a large world with a bunch of things to explore and find.
Très beau travail sur le design du jeu ! Après c'est à la fois immense, mais aussi vide vide vide... Des compétences d'armes que vous utiliserez pas, un arbre de talent pour faire jolie, des zones immenses avec des "secrets" qui donnent souvent rien, un level design casi inexistant, un mélange de plein de jeu sans pour autant etre compatible avec celui ci. A vouloir en faire trop, y'a un sentiment d'inachevé partout et c'est vraiment dommage...
量大管饱,美术在线。有没有懂美少女配镰刀大剑太刀的,可惜衣服几乎只是换色
Peak
TL;DR: 9/10 mechanics, 8/10 progression, 6/10 polish, 2/10 translation. outstanding potential, but doesn't entirely live up to it. the combat is [b][i]very fun[/i][/b], once you understand the flow. movement is very precise: learn how to crouch-slide (once you unlock it), this is a core movement mechanic. [b][i]every[/i][/b] attack is dodge-able in my experience (and i was using the slowest weapon). bosses have surprisingly unique movesets (i actually enjoyed bossing in this game more than in silksong) the map is enormous, so stock up on teleports. they're cheap to purchase at home base. the game world artstyle is beautiful, but the character/overlay art suffers from some stylistic inconsistency. animations are done with 2d rigging, which isn't my personal preference. the english translation was [b][i]awful[/i][/b] and made the story difficult to follow, but the epilogue content cleared some stuff up.
Após finalmente terminar de platinar esse belo jogo, creio enfim ter propriedade suficiente pra avaliá-lo, pois bem vamos lá. Afterimage é um excelente metroidvania de entrada, o jogo não é muito dificil, especialmente na reta final, onde ficamos super roubados, e ele também é um jogo super leve rodando a 60 fps lisinho no meu notebook, algumas áreas do jogo no entanto acabam pesando mais o jogo, fazendo o note esquentar mais, mas não é nada que vá queimar algum componente, o jogo também apesar de parecer que vai te deixar perdido na realidade é super intuitivo, é tipo quase sempre assim. anda, anda, anda, segue as partes escuras no mapa, se tiver inimigo com caveira na cabeça volta e faz outro caminho. É bem simples, o jogo também tem uma penca de coletaveis, alguns tive que até pedir ajuda no reddit pra ver como achava de tão escondidos que tavam. A platina dele também é bem fácil até de fazer, 70% dela é só matar boss, 10% pegar cada um dos 10 finais do jogo (alias fique tranquilo, dá pra pegar todos em um só save), e os últimos 20% são pura busca pelos coletaveis, que como disse alguns são beem chatos de se encontrar, especialmente sem pedir ajuda. Em resumo é um jogo nota 8,5/10, vai te divertir com certeza, a estética do jogo é belíssima, minhas únicas reclamações são só que achei o jogo um pouco fácil demais e a história é beeem confusa, foi tipo numa hora tavam num papo de ressuscitar uma mina, e na outra tão lutando com clones, gigantes, e a fauna acreana, tudo isso só pra montar uma máscara e pegar um monte de pedra e ovo. Enfim é isso, divirtam-se!
Good combat, interesting story, and frustrating but fun design overall; 7.25/10. One of the largest Metroidvanias I've ever played, with a variety of bosses and satisfying progression. Unfortunately, an "open-world" approach in a Metroidvania is one of the worst things they could have done, leading to frequently being massively over or under level with no idea where to go next. If you don't mind using a guide, you'll probably enjoy it more, but I prefer not to. Combat is great except for one failing: There's no realistic way to avoid taking damage, no true parry mechanic, and the few weapons that can "parry" limit your build choices.
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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