
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 | 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
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
Платформинг неприятный — всё время кажется что должен допрыгнуть но не цепляешься, падаешь в низ платформенной секции и начинай сначала. Драться не приятно — дело даже не в сложности (мне было просто, но я наверно хардкорнее среднего игрока), а в том что бить врагов просто не приятно. В игре, где много сражений, драться должно быть просто приятно на базовом уровне, но тут явно чего-то не хватает. Врагов в целом нужно просто закликивать, чтоб атаковать в ответ не успевали. Много мелочей в духе, делаешь рывок в прыжке и не можешь атаковать ближе к концу рывка, только когда начнёшь падать. Дерево скиллов в духе "+2% к урону крита", даже не к шансу, когда стандартный шанс типа 4%. Все пассивки унылые, хоть и есть несколько приёмов у каждого оружия. Музыка какая-то, визуал не цепляет: где-то в статике вроде и красиво, но скорее технически соответствует красоте, чем притягивает глаз. Опять же, тут типо дорого-богато кадров анимации героини и из-за этого во время быстрой атаки она превращается в жёлто-белую кашу. Больше не равно лучше, что наверное можно и про размеры комнат сказать. Компаньон героини будто в другом стиле нарисован, намеренно? Не знаю, но вылядит странно. Некотрые враги будто тоже не в едином стиле. Кто придумал анимации в меню каждый раз, как ты его открываешь тот враг людской. Пока он открывается с инвентарём нельзя взаимодействовать секунды 2-3, только разделы верхние переключаются сразу. Ну и понятно что "рекомендуется контроллер", но много других метроидваний нормально играются на клавиатуре. Тут же и комбинации для некоторых атак нажимаются ужасно, и для меню прокачки вроде никакого шортката нет, хотя лезть туда приходится постояно. КОРОЧЕ: Прыгать-бегать не ощущается приятно, лупить врагов тоже нудно. Понял что совсем уж не получаю удовольствия, потому и бросаю довольно быстро.
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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
You can't attack UP or DOWN. Only straight ahead. Doesn't work so well for enemies that fly above you. Who thought that was a good idea?
最近撸了很多部类银恶的game,这部撸了5小时撸不下去,记忆点太少,没明确目标,没成就感,手感一般,放弃。支持国产,还是给个好评。
敌人有触碰伤害,没有闪避,没有格挡,只有一个没无敌帧不能穿过敌人的冲刺,一冲到敌人身上就触发触碰伤害,打怪全靠拼血,是什么样的天才才能设计得出这样一个横板过关近战动作游戏。 原来战斗是问题最小的,一大堆跳跳乐才是那坨大的,又多又长又臭又极限,看得出来每一个都是精心设计,生怕玩家多一点操作空间,心思全部用来恶心人。
An average game. The low difficulty level hides lame mechanics that ruin the entire game. Positives: The amount of content – there are so many regions that this game easily lasts for about 50 hours of leisurely play, making it the longest Metroidvania I've ever played. Character and Equipment Development: Progression is fun – killing earns you skills, which you spend on abilities, and there are a lot of different weapons – you can choose one that's fun to play with and upgrade it to the max. Difficulty Level: The game is so easy (and that's a good thing; every metroidvania should be easy) that most bosses can be defeated simply by standing and beating them up, as you heal faster than the boss kills you. This is how 80% of bosses are if you take character development seriously and max out at every possible moment. One boss gave me trouble (I had to try it five times), and the final boss, Red Renee, is absolutely overdone. This boss is so difficult that it shouldn't even be in this game, as it doesn't fit the overall difficulty level. Besides the simple combat, there's also fairly straightforward platforming, with a few more challenging sections. I couldn't get through one of them (double jumps and POGO), so to even get out, I had to teleport to the save tree. Meh: Combat - the combat would be okay (the combat itself is okay), if it weren't for two things, which I'll discuss below: Exploration - as above, there are a lot of items to collect, but exploration is ruined by one thing. Negatives: Contact damage - a stupidity that shouldn't exist in games. If the purpose of your existence is to touch the player, you shouldn't exist. Teleport system - you can teleport between large trees (one per location) and, using an item you buy, teleport to smaller trees, and this stupid system makes backtracking and exploration weak. Character movement - the heroine's movement is horrible until you get wall jumping which saves jumping. double jump s too low, the character jumps without grabbing the edge. In fact, you have to jump higher to even get the jump, so the angle is lower than it should be. Dash - the initial dash doesn't have iFrames, and you're dodging backwards from attacks, not through the opponent. An idiot invented a dash without iFrames. In summary - 5/10, average rating (if it finally comes to Steam), for now it gets a positive rating.
Afterimage é um metroidvania que eu comprei sem muita expectativa, peguei mais porque achei a capa do jogo bonita e, no fim, ele me surpreendeu de todas as formas possíveis. O jogo é lindo demais, todo desenhado a mão, com personagens cativantes na minha opinião. Mas o que realmente me pegou foi a densidade de conteúdo: parecia que não acabava nunca. A variedade de itens, inimigos, áreas, bosses e quests é simplesmente absurda, e isso deixa a exploração muito foda o tempo todo. Só um aviso: o jogo não te explica quase nada. Então é bem possível você ficar meio perdido nas primeiras 50 horas de gameplay. Papo de parecer Dark souls, você só anda pra frente e mata o que aparecer no caminho. ps: pra quem curte anime jogue o jogo em japonês.
Pretty but shallow metroidvania It's rare that I don't see a game through but Afterimage hasn't offered anything exciting at all in the 8 hours I've played so far. The hand-drawn art and music are lovely but everything else from the abilities, combat, exploration and movement are half-baked. Movement especially is slow, frustrating and loose. Enemies and bosses have been nothing but a hack-and-slash cheese fest--there's little pattern, design or challenge, it's just button mashing. World exploration is deceptively linear, with little challenge to platforming or secrets. I just can't be bothered doing any more. The Japanese VA's are excellent, and the story seems interesting. Shame about the rest.
Minha introdução ao estilo metroidvania, decidi jogar sem pesquisar nada e tenho certeza que ter feito isso tornou muito mais prazeroso a gameplay. História muito bem feita, mesmo que certas horas confusa, me senti cativado ao jogar e a cada descoberta, sendo lugares escondidos, skills e armas, o jogo apresenta algo que implementa ainda mais o mundo de Afterimage. Recomendo muito para aqueles que não tiveram assim como eu o estilo metroidvania como favorito.
探索メインだけどバグが多い 他の人のレビューを見てセールで購入しました。確かに地図は広くて、探索だけでも相当時間がかかりました。ファストトラベル箇所というより単に横移動が遅い気がしました。走る動作とかあったらもう少し動きも面白いのになあと思いながら短いダッシュ連打してました。後アイテムなどの位置が背景に隠れて見えないのもありましたが、少しはヒントだしたほうが良かったかなと思います。バグが所々に出ていて、他の人も指摘していましたが実績が条件満たしても解除されない、特定の動作で地図から出てしまったりしていたのでこの辺りは詰め込みすぎな印象が強かったです。武器も種類は多いのですが、結局同じ武器使うことが多く使わなかった武器の方が多かったですね。ストーリーははっきり言ってよく分からないというか、話が長すぎてセリフ読み飛ばしていました。メインストーリーとイベントストーリーが絡みすぎていて難解な印象になっていました。イベントが複数同時進行している状態だったので全体が分かりづらく、長々文章で読ますのでストーリが理解しにくい原因になっています。とはいえ大ボリュームのマップを探索するのは結構面白かったですし、隠し部屋とかもおおくて探索し甲斐があるゲームでした。ボスバトルはレベルさえ上げればごり押しできるのでそれほど苦労しませんでした。割とやさしめだと思います。
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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