Afterimage
game
7/17/2026

Afterimage

byAurogon Shanghai
8.0
The Verdict
"Afterimage is a game with a masterpiece's presentation and a good game's design discipline, and the gap between those two things is the whole review. Aurogon Shanghai clearly had the artists and the composer. What it lacked was a ruthless editor — someone to say the map needs a redesign, the enemy roster needs behavioral variety more than it needs another reskin, and the script needs a localization pass by someone who cares about English prose rhythm rather than accuracy alone." "But I'd rather review this than another competent, forgettable one. The ambition is real, the world is real, and the 85% Very Positive rating reflects players who've made the same trade I'd make: forgive the fog for the view. Ship it on four platforms with no ads and no IAP, and you've got one of the most honest value propositions in the genre." "Buy it. Bring a controller. Take notes on the map yourself, because the game won't."

Gallery

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Key Features

Hand-Drawn Everything: Not filtered pixel art, not vector puppets. Every frame is drawn, and the biome variety — dozens of visually distinct regions — is where the budget clearly went.
Deep, Genuinely Deep, RPG Systems: 200+ equipment pieces across six weapon classes, each class with its own moveset and combo identity. This is closer to an action RPG's build economy than a typical Metroidvania's linear upgrade tree.
The Afterimage System: Collectible spirits that grant traversal and combat abilities, doubling as the game's gating mechanism and its build-variety engine.
Orchestral Score: 40+ original tracks with a real philharmonic. It is, without hedging, the best-sounding game in its price bracket.
Branching Endings: Multiple endings driven by player choice — an unusual commitment for a genre that usually treats narrative as connective tissue.
Premium Across the Board: One purchase, offline play, no monetization hooks. Same game on a Switch, a gaming PC, or a phone.

The Good

Stunning hand-drawn art with real biome variety
Orchestral score punches far above the price bracket
Enormous, genuinely non-linear interconnected world
200+ gear pieces deliver real build variety
Premium, offline, zero monetization on every platform
Full uncompromised mobile port (Editors' Choice)

The Bad

Story is confusing; localization makes it worse
Map UI doesn't scale to the world's size
Enemy design repeats; combat thins out mid-game
Backtracking often reads as navigation failure
Multiple endings are wasted on an unreadable plot
Menus and inventory UI are an afterthought

In-Depth Review

Bottom Line: Afterimage is one of the most beautiful Metroidvanias ever drawn and one of the most confusing ones ever written. Aurogon Shanghai built a sprawling, mechanically rich world and then forgot to hand you a compass — but at this price, across these platforms, the trade is worth making.

The Gameplay Loop

Afterimage's combat is fast, floaty in the good way, and built around chaining light attacks into sub-weapon cancels and Afterimage abilities. It reads well: hits land with weight, animations have real follow-through, and the six weapon classes aren't cosmetic reskins — a greatsword build and a dual-blade build play like different games. The first ten hours are exhilarating, because you're constantly finding gear that changes your options rather than gear that raises a number.

Then the seams show. Around the midpoint, the enemy design starts repeating itself more than the equipment does. You have 200 pieces of gear and roughly 170 enemies, but the enemies cluster into a much smaller set of behavioral archetypes — charge, projectile, area denial — reskinned per biome. The result is a build system with more expressive range than the encounters ever ask you to use. You end up optimizing against a problem the game isn't posing. That's a design imbalance, and it's the single biggest thing separating Afterimage from the genre's top tier.

The bosses fare better. Thirty of them, and the good ones — maybe a dozen — have the readable-tell, punishing-but-fair rhythm the genre lives on. The rest lean on health pools and screen-filling attacks that read as noise on a small display.

Navigation, and the Map Problem

Here's the sharpest critique, and it's structural: the map is hard to read. Afterimage's world is enormous and genuinely non-linear, which is a real achievement — the interconnection is thoughtful, shortcuts loop back satisfyingly, and secrets reward the kind of obsessive wall-tapping the genre trained you for. But the map interface doesn't scale to the world's ambition. Regions blur together at zoom levels where you need them distinct. Marking systems are thin. Fast-travel nodes don't always sit where your intuition says they should.

The consequence is backtracking that feels like navigation failure rather than exploration. When you can't find the door you need, a great Metroidvania makes you feel like you missed something. Afterimage frequently makes you feel like the map lied. That's a UX problem, not a difficulty one, and it's fixable in a way the art never would have been.

The Story, and the Translation

The narrative is ambitious and largely incomprehensible. Proper nouns arrive in avalanches — factions, gods, cataclysms, mentors — with almost no scaffolding to hang them on, and the English localization compounds the problem rather than rescuing it. Lines are grammatically fine and semantically fog. Fifty-plus NPCs deliver quests and lore in a register that's clearly meant to be mythic and lands as vague.

This matters more than usual because Afterimage bothers to have multiple endings. Branching outcomes only pay off if you understood the branch. Most players won't, which means the game's most narratively ambitious feature is functionally invisible to the audience it was built for. That's not a small miss — it's a whole system paying rent for a room nobody enters.

Onboarding

Front-loaded and thin. Afterimage explains its buttons and then abandons you to a systems stack — Afterimages, six weapon trees, sub-weapons, accessory synergies — with minimal guidance about how they interact. Genre veterans will figure it out and enjoy the figuring. Newcomers arriving via the App Store Editors' Choice badge will hit a wall of menus in hour two.

Editorial Disclaimer

The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.