
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.
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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 | 6.9Kreviews | 79% | — | $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 1026 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is definitely a masterpiece, I finished the first ending after 16h, almost without a guide (didn't know you can move further with the manta ray). I also skipped all story sections. Pros: + Beautiful in design and music + Tight combat, almost souls-like + Huge area to explore, but doesn't feel like it's too big + An enormous amount of bosses and normal enemies with unique movesets + Surprisingly complex gear system, with afterimages (permantent and semi-permanent buffs), a huge skill tree, huge number of gear with various effects + Game is really cheap for how much it offers, I also haven't found any technical issues Cons: - You won't like this game if you dislike exploring big maps or doors that cannot be open from this side - Enemy placement can be hit or miss, I really dislike putting big enemies in tight corridors - There are way too many endings which are impossible to get without a guide Overall my favorite Metroidvania in the last few years, sitting even on top of great games like Bloodstained and Unsighted. EDIT: I have now finished the true ending after 24 hours. Yeah, the game peaked at the first ending, you won't miss much. There's just a ton of fetch quests, a "new" location (just an old location but palette swapped) and a NG+ that's just story. Crazy that 13.6% of people reached the true ending. If you want to cheese bosses, simply equip the Ravager (steal ATK of DEF on hit) and Nosferatu's Fangs (heal on hit).
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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
Quiero escribir esta reseña no solamente como un simple análisis del juego, sino de una experiencia real que juegos, que obras como esta, provocan en un porcentaje de jugadores. Empecé este juego hace años en otra etapa de mi vida, en la que la adultez empezaba a formar parte de mi vida. Fue en una Nintendo Switch cuando el juego recién salió, y por distintas circunstancias, lo dejé como a 1/3 de la historia y con 40 horas de juego. Hace un año, adquirí una Steam Deck, y no se como exactamente tome la decisión de volver a comprar este juego ahí, lo que implicaba volver a retomar el juego desde cero, cosa que al final hice. Siempre le tuve fe a este juego, pese a las opiniones divididas que rondaban por ahí, en primera por mi ligera experiencia en videojuegos de este género, y en segunda, porque el juego ya me habia enganchado, además de que sentía que debía terminar lo que ya habia empezado. Asi pues, de a poco recién tuve la oportunidad de terminarlo al 100% y platinarlo, y es impresionante la cantidad de detalles y atención que tiene este juego. Afterimage recompensa al tipo de jugador que se interesa por explorar y descubrir todos los secretos, es una joya oculta que recompensa a quien la busca y a quien está dispuesto a insistir. El mapa es grandísimo y está lleno de exploración, pero cuando dominas bien el gameplay moverte por este se siente como ser "pez en el agua". Su combate también es enriquecedor, si no te convence un estilo de combate, tienes muchas opciones para elegir y combinar, y cuando por fin lo logras dominar, luchar y moverte se siente como estar en una coreografía. Sientes una sensación de progreso real en el juego, nunca dejas de obtener algo nuevo que agrega variedad y diversifica el estilo de juego del jugador. Pero más allá del juego en sí, lo que realmente me dejó fue otra cosa. Es un juego que me acompañó durante años y me hizo volver a empezarlo solo para cumplir y superar mis expectativas. Este objetivo personal que me ♥♥♥♥ de terminar algo que comencé hace tres años, me hizo reflexionar que un videojuego puede estar contigo en diferentes etapas de tu vida, no importa el contexto, si estas en momentos difíciles, momentos de adaptación, transición o de paz, siempre van a estar ahí acompañándote y recompensandote por la atención que les pones al jugarlos, y sobretodo, al disfrutarlos. Puede que este juego no haya recibido la atención que merece, pero para mí, más que un juegazo se queda como algo más: una experiencia que me acompañó mientras cambiaba con el tiempo… y que al final, sí que valió la pena.
Вот супер смешанные ощущения от игры... На каждый плюс найдется минус: Вроде сюжет интересный, но затянули жесть. Хотели сохранить интригу до конца, а получилось так, что к середине игры становится уже тупо лень читать, потому что уже не помнишь кто есть что, зачем, откуда и куда. Вроде визуал приятный глазу, хороший цвет, свет. Но со временем видишь что фон статичный в 90% сцен, что аватары и персонажи это одна и та же PNG картинка только растянутая до смешных размеров. Да и сами спрайты друг другу зачастую не подходят. Такие сцены выглядят инородно. Вроде дизайн уровней есть, но объекты местами не совпадают со своими коллизиями, из-за чего на уступ не можешь залезть, а по идее как должен был. Вроде по сюжету тебя ведут по локациям, блокируя пути которые тебе рано посещать. Но логика посещения персонажей не соблюдается. То есть приходишь к персонажу и там реплика о тех событиях, которых в игре еще не было. Или говорят так как будто уже виделись. Из-за чего и без того непонятный сюжет становится вообще чушью какой то. Вроде разработчик призывает играть на джойстике и это в целом комфортно для подобных игр. Но в игре есть комбинации ударов и движения нужно выполнять левым стиком. Хотя казалось бы есть крестовина для таких дел. И изменить управление ты не можешь. Такой опции тупо нет в игре. Вроде саунд дизайн хороший, звуки ударов, "озвучка" мобов, эмбиент на фоне в локациях. Но иногда музыка накладывается друг на друга и получается какофония и хочется просто вырубить звук вообще. А ну и игру закончить по сути нельзя. Это гейм дизайнерское решение мне вообще не ясно. Вкратце: чтобы выйти на истинную концовку тебе нужно посмотреть титры раз 5.... Хорошо что их хоть пропустить можно. И даже после этого можно зайти в игру и получить новые диалоги. Короче - не понял прикола... И все же не смотря на такое положение дел, я склоняюсь к тому чтобы скорее порекомендовать игру, чем захейтить и отговаривать покупать. Потому что объективно продукт хороший, просто зайдет не всем.
[h3] 评测者已获得全成就 [/h3] [h2] 只推荐类银河战士恶魔城爱好者购买并游玩。 [/h2] [h3] 优点: [/h3] 地图数量多、面积大,游戏流程长(35h以上)。 美术氛围独特(据主创说,刻意采用了明亮的美术风格,这种尝试值得肯定)。 世界观宏大(包含3个大方向的10种结局)。 [h3] 缺点: [/h3] 地图缺乏设计感,为大而大,许多可破坏单向障碍摆在大道上,体验比较糟糕。 环境画风略显廉价,玩家角色和NPC的形象设计比较突兀。 人物动作僵硬,冲刺手感差,在跑图过程中缺乏灵活的纵向机动能力(后期获得的大冲不计)。 收集品缺乏层次,大部分收集品毫无意义,全收集过程极其浪费时间、异常痛苦。 主创不鼓励玩家使用传送功能(大存档点之间距离远、传送道具较为昂贵),跟踪支线困难。 值得特别说明的缺点:因为地图太大太复杂,地图标记功能使用体验不佳,跑图过程中需要频繁打开地图。 战斗系统简陋,武器战技实用性不高。 特别提及:玩家角色在受击后有一定概率无法攻击,持续时间不等,解除条件不明,严重影响游戏体验。我没有看到其他玩家针对这种现象发布的报告,不清楚其是否是bug,但这绝对是严重漏洞,非常败手感。 [h3] 一些争议: [/h3] 1、跳跳乐——《心渊梦境》的跳跳乐设计平庸,但绝非充满恶意,其难度在类银游戏里中等偏下。真正的问题在于部分跳跳乐的奖励和流程不匹配,跳过去也毫无意义。 2、引导——对类银游戏来说,缺乏引导应该叫弱引导,更何况《心渊梦境》还有一些有利于你探索的小设计,比如标注出等级差距过高的敌人。反正图都那么大了,慢慢探索吧,不用急着通关。 3、游戏难度——据说“普通难度”是在游戏发行后特意划分出来的,为了照顾没有类似游戏经验的玩家,但这个难度有点破坏玩家体验了,或者说让玩家毫无体验。一定要选进阶。 4、实际剧情——即便在碎片化叙事中也算是很差的那一档,建议整体略过无关主线的剧情。 野心很大,质量一般。不过,大致推荐,降价可买。
类银沉淀了那么多年,奥日、密特罗德、空洞骑士等那么多前辈的经验,国产厂商依然不会做。 游戏开局教程如同劣质手游一般,将各种强制性文字+高光图片招呼到你的脸上,接着打开菜单茫茫多的技能点看似很复杂,实际上只是将各种属性提升分散开来,我到底是玩类银还是来玩肉鸽/流放之路的? 地图和怪物的设计与角色初期的能力成长没有形成很好的互动关系 他们真的不懂什么是精妙的关卡设计 当然如果你说15元要啥自行车,我只能说,从个人角度不想把时间浪费在这个玩意儿上,还有很多优质的独立游戏等待我去探索
This is an achievement hunter's worst nightmare - you don't get an item to reveal all the treasure and collectibles on this huge map, instead you get something like a metal detector (how do you get this? by searching the whole map finding coins to give to a fairy (43 of 'em) i search this huge and i mean huge map for days!!!!! When that's all done you still have to get all weapons & armors, accessories (from shops or monster drops some of which are very rare) while ever so often stocking up/buying potions to teleport to save time.... aaannndddd the 'All Achievements' achievement is glitched, some players say you have to start a new game then load the previous save, fingers cross... sigh
I give up. After struggling through this absolute mess of a game, I could not figure out the guides other players have made on how to beat it. Bearing in mind, I got the first ending. This is one of the least comprehensible games I've ever played. Heaps of lore stuffed in there, and practically none of it is adequately explained to you. So much so that I assumed this was a pre-established franchise I'd never heard of. I don't think it is, but I still can't tell. The gameplay is alright, as far as Metroidvanias go. It's kind of a boring slog for 20 hours, then starts getting interesting, but it never really gets great. The weapon skills are either so good they're all you use (blade), or so pointless it makes you question why they're in the game (whip). There's clearly a lot of talented people involved in making this, but it didn't come together well. Sorry. Every part of it just needed another pass over. Except bugs. I found no bugs. So that's neat. Also, why are alternate costumes (which are just recolours) so gross to look at? It's like she glitches out. Really disturbing.
如果说操作有种轻飘飘,又有种石一样的笨重感,那这个游戏就是它们的代名词。怎么会做到操作起来这么难受的呢?
God, I love this game so much. Afterimage very quickly became one of my favorite games of all time, so I wanted to write a review for this gem. I’ll talk about the aspects that stood out to me the most, which is the graphics, gameplay, music, and story. [h2]Graphics[/h2] Right away, the game wows you with breathtakingly beautiful vistas. All the backgrounds, terrain tilesets, and even the main character animation sprites are hand painted. From ethereal sceneries to haunting locations, the game’s strong art style gave each of the different locations distinct feel while still being mesmerizingly pretty. It’s definitely one of, if not the most beautiful 2D game I’ve played. [h2]Gameplay[/h2] The ability to dash cancel attacks makes the combat quick and fluid right from the beginning. I love how the first attack in the air delays your fall, both allowing for interesting aerial combat options and serving as movement tech. As the game progresses, more abilities are unlocked, most of which increases your options in both combat and movement, making fighting and traversing the map even smoother and more fun. There are 6 weapon classes to choose from, each with unique strengths and weaknesses and weapon skills. I really enjoyed experimenting with all the different weapon abilities and character abilities to see what cool stuff I can pull off. [h2]Music[/h2] The team did a phenomenal job with the game’s sound track. The music is memorable, ranging from relaxing exploration music, to epic cinematic scores, to blood pumping battle music. I find myself constantly taking a pause to appreciate the background music. I even bought the digital soundtrack on Steam. [h2]Story[/h2] This part seems to be divisive. Personally, I have no idea what people mean when they say the story is difficult to understand, or that the story is too long. I thought the story was clear enough. The game delivers its story in a clear, and easily understandable way, without overstaying its welcome. Dialogues are short, concise, but still feel in character, in universe, like two people talking instead of just info dumping. I also absolutely love the story, the lore, the world building. It’s so unique, completely unlike anything I’ve seen before. Overall, I had a phenomenal time with the game. Afterimage is so beautiful, so ambitious, and so enjoyable. 100%-ing the game clocked my playtime at around 66 hours, which might be long for some, but I’m used to games with those numbers for playtime, and loved every second of it. Afterimage is such a special game for me and will always hold a place in my heart.
[h1]Quick Info[/h1] Pretty solid and definitely underappreciated metroidvania. It does have a bit of a budget feel, and it definitely lacks polish in some areas, but it's still enjoyable and you can tell that a lot of work and passion went into it. [h1]Pros[/h1] [list] [*]Pretty good visuals overall, some areas and enemy sprites look really good, but there are also some rougher spots here and there [*]Solid, atmospheric soundtrack [*]Impressive enemy variety considering how big the game is [*]Speaking of which, the game map is really big and pretty quickly opens up a lot. Maybe even a bit too much, more on that in cons [*]The combat is generally satisfying and has a really nice, crunchy and meaty audio [*]Being able to deflect enemy projectiles back at them is such a cool mechanic, I just wish it was more consistent, later into the game it feels pretty random which projectiles you can actually hit [*]Decent level design with plenty of (mostly optional) jumping puzzles, though there are at least two areas that I can think of that felt kinda rushed and unpolished compared to others [/list] [h1]Cons[/h1] [list] [*]The biggest, most general con of all is definitely the inconsistency. As I mentioned in some pros, even if some things feel or look good, in some places the quality feels noticeably lower. You might be having fun doing some platforming challenges, and then you find one with janky spike hitboxes, or the game randomly decides to drop your pogo inputs. You might be enjoying the combat until you come across some large enemy with long range attacks in a tight tunnel, and you suddenly realize that contact damage and not having i-frames on your dash (until late into the game) suck ass [*]The localization is pretty rough in some spots. Even putting aside some random typos and other mistakes, at times the dialogues and descriptions feel somewhat unnatural and confusing. it feels like the original script used a lot of flowery language that didn't translate very well into English [*]The story is confusing at best. It honestly kinda feels like you're trying to read a long fantasy novel series by picking up random volume from the middle of it [*]As I mentioned in the positives, the game world is really large and open to the point that it might feel too large and too open at times. I'm not even talking about it feeling overwhelming or directionless, but rather that you'll often find yourself either very underleveled or overleveled for whatever location you've just walked into. Also you'll often find weapons, armor and trinkets that are significantly weaker than what you've already found, because you cleared the areas out of "intended" order [/list]
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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
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