
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 1032 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
un juego bastante decente, variedad de armas y tipos de magia
先说结论: 画面音乐不错(加分项),中配不违和,比较标准的类银体验(首先类银并不是个大众向的标签,所以别着急反驳)游戏体量量大管饱,但仍存在不小问题,并不推荐作为第一款类银体验。操作方式推荐手柄。 再来说比较容易想到的问题 1. 关于游戏体量大产生的问题,地图多且大探索要素也随之变多,呈现的就是技能锁与跳跳乐多,地图大技能锁需要的钥匙分布散,对于部分玩家可能会导致减少推图欲望导致减分(关于优化方案可以采用地图显示需要特定技能的标识与模糊化技能描述与指向,游戏同行已经尝试过这种方法并且玩家接受度可以,算是降低上手难度)(当然类银接触比较多的玩家会自主标识地图上的技能锁位置,这个只能说降低门槛优化体验)跳跳乐奖励少的问题这就牵扯到游戏内部相关点数运营的问题了,咱平衡方面懂的少就不乱讲了。关于全收集后期也有物品道具显示当前地图收集品进度,有需要也可以选择,并不能作为一个槽点(因为作者已经给予道具方便玩家了) 但是体量大地图多,地图之间衔接流畅,生态多,小怪不换皮,各有特色这些都是优点,等级软锁也有标识提示,不用担心玩家走错路探索越级的。地图上有比较多作者对于类银的巧思的,说跑图体验不好的真不能怪作者(感兴趣可以看看最早的银河恶魔城相关,就会觉得现在的很温柔了)(不是) 2. 关于战斗方面,本人是开了两个大周目,间隔时间也很长,中间也优化了很多 一周目是发售3个月后,键盘游玩,武器选择为大剑与镰刀 二周目是发售3年后,手柄游玩,武器选择为双刀 更推荐手柄游玩,操作更顺畅。关于武器平衡嘛,太刀挺超标的(请输入文本)武器与法杖的技能描述可以更清晰些,武器平衡确实可以优化下 总体而言,经过这么久的更新优化,已经是可以一吃的作品了,在这个标签下也有自己的位置了,我并不认同一些玩家的观点,这款游戏确实有瑕疵,但罪不至此,也没有说的那么离谱,更多的是个人情绪的抒发,但换个角度讲玩游戏没玩爽喷一下确实没问题,但是在讨论游戏性这块我并不认同其做法。
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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
[h1] 如果你想全成就或全结局通关的话,一定不要买!!! [/h1] 首先这款游戏我认为是瑕不掩瑜的,值得上一个好评,但这游戏的缺陷确实比较影响游戏体验。 如果将空洞骑士比作一道美食的话,那么心渊梦境就是一道味道平平的家常菜,其量大管饱,适合当作平常的一餐去食用,但不值得去细细品味,更不值得投入心血,即对于想要全收集全结局通关的玩家来说,玩这游戏是非常痛苦的。 这游戏难度其实是不高的,打不过的boss可以先去其他地图去探索,等更强了再去打。跳跳乐也有一些,但我感觉难度还好,没有卡很久的。 这游戏的攻击系统我觉得还是不错的,怪物也是基本上没有换皮怪。 这游戏的地图很大很多,但多而不精,让人玩着有一种迷糊感。尤其是地图上有很多隐藏,很难被发现,最难绷的就是,很多隐藏都是钱堆或药水,正反馈很低。 这游戏罪垢病的就是把一些很重要的物品(比如说主线要用到的道具和打真结局要用到的道具)藏地很深,不知道把这些物品藏得这么深是何意味,生怕玩家打真结局是吧。 我距离真结局需要的最后一个物品还差一个心渊精华,我对照攻略找了一下午愣是找不到,真的难受。这游戏攻略少,也没有完整的Wiki,想全收集的话真很折磨。 这游戏的支线任务也是屎中屎,不看攻略根本找不到NPC在哪。 总之,我还是愿意给这游戏一个好评的,但我不推荐购买,因为具体体验真的很因人而异。
TL;DR: It's fine. Get it on sale. It plays more slowly than it looks because the rooms are too big. The Good: The soundtrack is well composed and compliments the beautiful artwork. The weapon design is interesting and each one serves as a slightly different movement option in the world. The platforming is precise but not difficult. The core gameplay is solid. A lot of interesting ideas presented like how some weapons have command normals ("->, -> (attack)" type inputs) that have enhanced animations/properties if you have a specific subweapon (the other slot) equipped. The Bad: 1) The rooms are too large for how little there is to _do_ when navigating them. The enemies are simple and serve more as platforming obstacles than genuine threats (plus you get access to basically infinite healing potions early on if you need them). Dev could've made the rooms smaller, or the enemies challenging, or made exploration rewards more significant but the current blend doesn't feel polished. 2) The boss fights aren't challenging enough to feel impactful to the story. They serve to break up the other gameplay sections but they just don't have the _sauce_ that you'd look forward to in some other metroidvanias and that's a shame because of how cool the weapons are to use. 3) Sometimes the platforms are just a little too far apart such that when you miss a seemingly innocuous jump, you may have to repeat entire sections of the aforementioned-large-rooms which reminds me of early Crash Bandicoot kindof platformers (A tad too punishing for my taste) 4) Bugs I've had a few small bugs that fixed themselves when I restarted the game. Unfortunate but not a dealbreaker. As far as metroidvanias go, if Hollow Knight is a 10, this is like a 6.5 and that's ok because not every game needs to be a 10. Studio's gotta keep the lights on.
⭐⭐⭐⭐☆ (3.9 / 5) 한 줄 평 뛰어난 아트와 방대한 탐험이 돋보이지만, 과도한 맵 규모와 아쉬운 밸런스가 공존하는 메트로베니아 추천작입니다. 평가 스토리 : ★★★☆☆ 전투 : ★★★★☆ 탐험 : ★★★★★ OST : ★★★☆☆ 그래픽 : ★★★★★ 세계관 신비로운 판타지 세계를 배경으로 한 메트로베니아입니다. 아름다운 배경과 독특한 분위기는 인상적이지만, 스토리는 다소 난해해 몰입하기는 쉽지 않았습니다. 탐험 악평이 있어 걱정했지만 직접 플레이해 보니 충분히 즐길 만했습니다. 방대한 맵과 다양한 지역을 탐험하는 재미는 뛰어났지만, 후반으로 갈수록 지나치게 넓은 맵은 이동 피로감으로 이어졌습니다. 게임성 메트로베니아의 기본기는 탄탄합니다. 다양한 무기와 장비를 제공하지만 아이템 밸런스는 다소 아쉬웠습니다. 초반에 좋은 장비를 얻은 뒤에는 오랫동안 같은 장비만 사용하게 되어 성장의 재미가 줄어든 점은 아쉬웠습니다. 그래픽과 OST 개인적으로 그림체는 정말 마음에 들었습니다. 배경과 캐릭터 디자인 모두 뛰어난 완성도를 보여주며 탐험의 즐거움을 크게 높여주었습니다. 반면 OST는 무난한 수준으로, 플레이를 마친 뒤에도 강하게 기억에 남는 곡은 많지 않았습니다. 총평 완벽한 메트로베니아는 아닙니다. 과도한 맵 볼륨과 아이템 밸런스, 평범한 OST는 분명한 단점입니다. 하지만 뛰어난 아트와 넓은 탐험, 다양한 콘텐츠가 이런 아쉬움을 충분히 상쇄해 주었습니다. 정가보다는 할인 기간에 구매한다면 메트로베니아 팬들에게 충분히 추천할 만한 작품입니다.
Solo me llevé 5 hrs de gameplay y sí lo recomiendo aunque dejaré un gran PERO. El apartado gráfico es muy bonito, se nota hecho con amor. Pero siento que es prácticamente lo mas destacable de todo. La exploración es molesta, muchos espacios abiertos sin motivos aparentes, la movilidad es algo tosca, las habilidades son as típicas de un metroidvania pero le faltó pulir algo en animaciones, mapas gigantes y toscos pero vacíos, enemigos no tan animados y muy predecibles. Siento que falta por pulirle a pesar de ya estar terminado. Le tenía mucha fé y si lo recomiendo, pero desde mi perspectiva actual lo voy a tener que dropear de momento. Quizá lo retome cuando no tenga algo mas intenso para jugar.
7.8/10.0 I guess? My review will get into what I think the game could have absolutely done better. Combat: It is not as challenging as most metroidvanias such as Hollow Knight, or even gets close to Ender Lilies difficulty. There is a difficulty toggle with 2 options you can switch in game - Normal and Advanced. Play in advanced if you want the typical challenging metroidvania experience because otherwise the fights are way to easy. I tanked through the first boss in Normal mode without dodging at all so.. Exploration and where to go next: Probably the most frustrating aspect of the entire game? You have no main quest markers at all, and while it may feel like the path is linear at the start, you may get lost eventually after passing many crossroads. It doesn't help that the map is a png that gets 'colored' in so you have no idea if a path that looks like you have yet to explore is there because the path is currently locked or that it is literally because you have yet to explore it. There are markers you can place down but I seriously wish these markers had better icons even though there's like 20 to choose from and you can basically put an infinite amount of them. Again, WHY TF IS THE MAP A PNG OR SMTH AND NOT AN SVG Other remarks: Since there's no linear pathway, I travelled a 'wrong' path and basically end up in a high level area but stuck to it and farmed the enemies. Then when I returned to the 'right' path, I essentially annihilated pretty much everything. Also, I forgot there was a food system for basically the entire game. Didn't use any of the food to gain buffs except for the first time use effects just because it didnt feel right. The katana is so goated. It literally is the best weapon personally. I get most of its weapon abilities are arse especially Judgement Cut (even though it does have max style points), but you only really need Thousand Crosses and just spam the ♥♥♥♥ out of it to annihilate your mortal enemies from a distance. I seriously wished Judgement Cut was at least viable in fights and I'm still salty about it. My reaction when testing it out after finally unlocking it was something to say the least. Absolute missed opportunity.
场景优美,美术优秀,好玩
es divertido hasta cierto punto, es algo molesto tener que recorrer largas distancias porque el sistema de transporte consiste en ir de un arbol a otro, y si no, puedes usar las pociones que te dan, por lo demas es buen juego
如果按照200的价格,心渊梦境可能有不足之处,但是!但是她只卖我78诶,好玩
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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