
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
What a beautiful game! If you want a metroidvania with many different weapon choices that each play out differently, gorgeous backgrounds and animation, tons of exploring and secrets to find, then this game is for sure for you! Now if you are seeking a hardcore game, in terms of platforming and combat, maybe not so much. This game was a delight to play, very enjoyable and relaxing. 10/10
量大管饱
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.5M | 14.8K | 98% | $5.99 | |
| $3.5M | 5.8K | 93% | $24.99 | |
| $3.5M | 14.1K | 88% | $9.99 | |
| $3.5M | 2.9K | 65% | $59.99 | |
| $3.5M | 6.7K | 90% | $12.49 | |
| $3.5M | 2.6K | 72% | $39.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $22.7K | 99 | 86% | $5.59 | |
| $989.9K | 2.1K | 83% | $24.99 | |
| $127.8K | 606 | 83% | $9.99 | |
| $12.6K | 25 | 96% | $19.99 | |
| $3.6K | 34 | 82% | $11.99 | |
| — | 0 | — | — |
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
Красиво
Muy buen metroidvania; tiene mucho contenido, mecánicas de combate divertidas y una historia interesante. Muy recomendado.
グラフィックと音楽が良く 広いマップを探索するのが楽しかったです。 少し遊ぶつもりが気づけば数時間たっていたほどハマりました。 ミッションのわかりにくさなど細かい部分に惜しいところが多いものの、広大なマップへの挑戦は意欲的で好印象でした。 マップをコツコツ埋めていく探索が好きな人には向いていると思います。
🇧🇷 Afterimage — Análise Tempo: ~34 horas Status: Zerado Nota: 8/10 Afterimage foi uma ótima surpresa. Em seus melhores momentos, entrega exatamente o que procuro em um metroidvania: combate gostoso, exploração recompensadora, progressão constante e aquela sensação viciante de adquirir uma nova habilidade e lembrar imediatamente de vários lugares aos quais agora posso voltar. A variedade de cenários é um dos seus maiores méritos. O mundo é enorme, bonito e constantemente apresenta novos biomas, inimigos, armas, chefes e segredos. A progressão também funciona muito bem: pulo triplo, escalada, mergulho, quebra de chão, novas formas de atravessar barreiras e, finalmente, o super salto fazem Renee terminar a aventura absurdamente mais capaz do que começou. Eu senti minha personagem ficando mais forte, e isso manteve a exploração interessante durante dezenas de horas. O problema é que Afterimage não sabe muito bem quando parar. Seu mapa 2D é gigantesco e, depois de certo ponto, a escala deixa de ser uma qualidade e começa a gerar desgaste. Existem caminhos demais, regiões demais e pouca hierarquia para indicar o que realmente importa. Explorar por curiosidade é excelente; explorar porque não faço ideia de onde a progressão principal está escondida é outra coisa. Nas últimas horas, eu já não estava descobrindo o mundo — estava tentando terminá-lo. Isso seria menos problemático se a narrativa sustentasse a jornada, mas foi justamente o aspecto mais fraco para mim. A história é confusa, distante e pouco envolvente. Personagens, conceitos e acontecimentos importantes nunca conseguiram me fazer realmente me importar com o que estava acontecendo. Meu primeiro final, Homecoming, depois de mais de 30 horas de aventura, foi tão curto e pouco impactante que praticamente não significou nada para mim. Ainda continuei. Consegui o Super Jump, descobri que já possuía os três Fragmentos de Memória e iniciei a rota de The Essential. Derrotei o primeiro chefe da sequência e cheguei à batalha contra Red Renee. Foi ali que percebi que não precisava mais vencer. Não por dificuldade: simplesmente já tinha extraído do jogo tudo aquilo que me interessava. Saber o que aconteceria depois não tinha mais importância suficiente para justificar continuar. E isso resume bem minha experiência. Afterimage não terminou porque ficou ruim. Terminou porque se estendeu além do que sua exploração e seu excelente gameplay conseguiam sustentar sem uma narrativa igualmente forte. Ainda assim, foram mais de 30 horas de um metroidvania muito bom. O combate funciona, a progressão é excelente, os cenários são lindos, há uma quantidade enorme de conteúdo e explorar esse mundo foi genuinamente prazeroso durante a maior parte da aventura. Eu só gostaria que houvesse menos mundo e mais propósito. Pontos fortes: combate e movimentação; sensação de progressão; enorme quantidade de habilidades e equipamentos; variedade de biomas; exploração e descoberta; direção de arte. Pontos fracos: mapa excessivamente grande; orientação ruim da progressão principal; narrativa confusa e pouco envolvente; quests espalhadas demais; finais pouco impactantes; desgaste nas últimas horas. Veredito: um excelente metroidvania que teria sido ainda melhor se soubesse ser menor. Valeu muito a jornada, mas quando percebi que já não me importava com o destino, soube que era hora de seguir para o próximo. 🇺🇸 Afterimage — Review Playtime: ~34 hours Status: Completed Score: 8/10 Afterimage was a great surprise. At its best, it delivers exactly what I want from a metroidvania: satisfying combat, rewarding exploration, constant progression, and that addictive feeling of unlocking a new traversal ability and immediately remembering all the places I can now revisit. The sheer variety of environments is one of its greatest strengths. The world is massive, beautiful, and constantly introduces new biomes, enemies, weapons, bosses, and secrets. Character progression is also excellent. Triple jump, wall climbing, underwater traversal, ground breaking, new ways of crossing barriers, and eventually the super jump make Renee feel dramatically more capable by the end than she did at the beginning. I could actually feel my character becoming stronger, and that kept exploration rewarding for dozens of hours. The problem is that Afterimage doesn't really know when to stop. Its 2D map is enormous, and eventually that scale stops being a strength and starts becoming exhausting. There are too many paths, too many regions, and not enough hierarchy to communicate what actually matters. Exploring because I'm curious is fantastic; exploring because I have no idea where the main progression is hidden is something else entirely. During the final hours, I was no longer discovering the world — I was trying to finish it. That would have bothered me less if the story had carried the journey, but the narrative was easily the weakest part of the experience. It's confusing, distant, and rarely engaging. Characters, concepts, and major events never gave me enough reason to genuinely care about what was happening. My first ending, Homecoming, came after more than 30 hours and was so brief and emotionally weightless that it barely meant anything to me. I still continued. I obtained the Super Jump, discovered that I already had all three Memory Shards, and started The Essential route. I defeated the first boss of the sequence and reached Red Renee. That's where I realized something: I didn't need to beat her. Not because she was too difficult. I simply had already gotten everything I wanted from the game. Whatever happened afterward no longer mattered enough to justify spending more time on it. And that perfectly summarizes my experience. Afterimage didn't end for me because it became a bad game. It ended because it lasted longer than its exploration and excellent gameplay could sustain without an equally compelling narrative. Even so, I got more than 30 hours out of a very good metroidvania. The combat works, progression is excellent, environments are beautiful, there's an enormous amount of content, and exploring this world was genuinely enjoyable for most of the journey. I just wish there had been less world and more purpose. Pros: satisfying combat and movement; excellent sense of progression; huge variety of abilities and equipment; diverse biomes; rewarding exploration and discovery; beautiful art direction. Cons: excessively large map; poor guidance for main progression; confusing and unengaging narrative; overly scattered quests; underwhelming endings; noticeable fatigue during the final hours. Verdict: an excellent metroidvania that could have been even better if it knew how to be smaller. I thoroughly enjoyed the journey, but once I realized I no longer cared about the destination, I knew it was time to move on.
i love the story, it starts out slow but along the way its get crazy really fast. its not that long. but the maps are big and different. i could do without the spikes everywhere but it was interesting to say the least and quite fun. but yeah i do recommend playng this.... i like the hollow knight soundtrack too
Very fun metroidvania, if you don't mind that the story is a bit threadbare in parts and can deal with it being a bit rough around the edges
没什么特别值得说的,就是中规中矩的银河恶魔城作品,整体难度即使是进阶也比较简单,如果血药足够更是几乎所有boss都可以换血过。而且整个游戏实在是量大管饱,无论是怪物种类,武器选择还是地图大小。 不过由于地图太大也导致了玩家的机动性有点跟不上,感觉获得二段跳其中才有其他类银没有二段跳Y轴的机动性,传送药水更是前期根本不够用,而X轴的移动更是直到终盘都缺少快速移动手段,让我不得不副手带镰刀,用冲刺攻击和冲刺相互取消来快速直线移动。 同时游戏也存在个别画风不统一,怪物尸体乱飞等不少小问题。多结局多支线之间没有冲突可以一周目全结局,全支线这点值得称赞。整体来说还是值得一玩的作品。
メトロイドヴァニアとしては新感覚で、ワンコインセール価格ならお試しもありかなということでおすすめです。 日常に疲れて気力がわかないけど寝て過ごすよりはゲームしたい、でも頭使いたくないみたいな時に向いてます(※個人の感想です) 多くの方のレビューにある通りストーリーは意味不明でした。 ストーリーの理解をあきらめたことにより、旅の目的もわからず脳死で広大なマップを埋める作業を淡々とやることになりましたが、これが無心で塗り絵をしているようで私の性には合っていました。 開発の意図した楽しみ方ではないでしょうが、私としては満足です。
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.