Afterimage artwork$24.9979%

Afterimage A Ruined World Painted by Hand

Fight through a vast, broken land, uncover its buried secrets, and decide what becomes of the people left in it.

Is Afterimage worth it?

Afterimage is worth it if…

  • you want a metroidvania that is huge, gorgeous and easier than Hollow Knight
  • you enjoy swapping weapons and building a fighting style that is yours
  • you like exploring a big open map with little hand-holding
  • you play for hand-drawn art and orchestral soundtracks as much as for the fights
  • you want a story where your choices lead to different endings

Screenshots

A world drawn by hand

Engardin looks like an animated film you get to walk through. Every character, creature and background is drawn and animated frame by frame, in saturated colors that make the ruins feel vivid instead of grey. One moment you are crossing a sunlit stretch of wilderness, the next you are deep in a place where the light has clearly given up. Behind the prettiness sits a grim story: a goddess left, four Goliaths kept the world running, humanity went to war with them, and an event called the Razing ended the age of mankind. What you explore is the aftermath, and the game lets you feel both the beauty and the loss of it.

Combat that grows with you

You start with a weapon class, and there are six to collect, plus sub weapons, armor and accessories: more than 200 pieces of equipment in all. Defeated enemies can be channeled into new skills, and talent points go into stat upgrades and unique weapon skills per class, so a whip build and a scythe build play nothing alike. New abilities and Afterimages grant benefits in both combat and exploration, opening shortcuts and areas you could not reach before. When a fight goes badly, swapping your loadout is often the real answer. Respec potions exist, so experimenting with a build costs you nothing but a potion.

A map that earns its size

This is one of the largest maps in the genre, and it is non-linear: if one region is too tough, you can usually just go somewhere else and come back stronger. Over 50 NPCs live in the ruins, each with their own story and purpose, and side quests reveal what role they play in Engardin. The map marker system helps, with markers you can place, remove and reuse freely, and fast travel between save points keeps the backtracking from eating your evening.

For the Soulslike itch

If you want deliberate combat, Afterimage gives you over 170 enemy varieties and 30 boss encounters to learn, with dodge and parry timing that rewards patience. So treat it as a Soulslike with training wheels, a place to learn boss patterns and build-crafting without the wall of repeated deaths. If you bounced off harsher metroidvanias but still want tough-looking bosses, interconnected ruins and light RPG progression, this is a friendly way in.

What should you know before playing?

Can you play it solo?

Yes, it is a single-player adventure from start to finish. Renee's journey through Engardin, the side quests and the multiple endings are all built around one player, so nothing requires a partner or an internet connection to enjoy.

How long does it take to finish?

Longer than most metroidvanias. The map is enormous, and players commonly report dozens of hours for a first run, with full exploration and side quests stretching well past that. If you want a tight weekend game, this is not it; if you want a world to get lost in for weeks, it delivers.

Is the story easy to follow?

The setup is clear: Renee lost her memory, her mentor is missing, and the world ended once already. But the English translation is rough in places, and the plot leans on invented names and lore, so expect to piece things together rather than have every term explained. The endings, shaped by Renee's actions, give the story real weight even when a line of dialogue stumbles.

Do your choices really matter?

They do at the top level: the game has multiple endings that depend on Renee's actions, deciding the future of Engardin. Day to day, your biggest choices are about builds and routes rather than branching dialogue, so think of the story as one road with several destinations.

What about the music?

There are over 40 original orchestral tracks, recorded by a full philharmonic orchestra and other musicians, and each region carries its own sound. It is a big part of why the world feels atmospheric, from quiet exploration to boss encounters.

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