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Your failed attempts don't disappear. You climb them.

AFTERIMAGE is a puzzle platformer built on a single button that matters. Press ECHO and the run you just made is sealed and released as a solid body — a past self that replays your exact inputs, forever, and that you can stand on.

You are put back at the start, on top of the stack. Every route up is one you built out of the attempts that didn't make it.

One rule. Eleven ways to use it.

There are no unlocks and no upgrade tree. Everything in the game falls out of two facts: your echoes are solid, and anything standing on something that moves inherits its motion.

STEP — park an echo and stand on it. TOWER — stack them, each on the last, until you can reach. BRIDGE — leave one as a stepping stone. RIDE — a sideways-moving echo carries you across. LIFT — ride a jumping echo and step off at the top of its arc. HOLD — park one on a pressure plate to hold a door open while you walk somewhere else. ROUTE — every key must be collected, and your echoes collect them too, on every replay. DRIFT — conveyors drag you, and drag your past selves out of position. TRACK — moving platforms are a ride you have to catch. FRAGILE — crumbling platforms hold once; an echo can spend one so you don't have to. WEIGH — counterweights, where an echo is nothing but ballast. Load one pan, ride the other.

Hazards destroy everything, your past selves included — so a tower is never safe by default, and an echo that walks into spikes is gone for the rest of the attempt.

80 hand-built floors

The campaign is 80 authored rooms in fourteen tiers, each introducing one idea on its own before combining it with everything before it. No procedural generation, no filler: every floor was placed by hand and solved before it shipped.

UNDO removes your newest echo and rewinds to where that recording began — so you can walk a tower all the way back down and try a different shape. RESET restarts the attempt clock, and the whole tower reassembles in the order you built it. Par on every floor, for players who want to find the version of the answer that costs fewer past selves.

The editor is the same game

Build levels in the physics you just played, not an approximation of it. Eleven elements — solids, crumblers, belts, movers, hazards, counterweights, plates, gates, keys, spawn and exit — drag, resize and snap on a grid, with TEST one keystroke away.

Proven, not promised

You cannot publish a level you have not beaten.

The simulation is deterministic, and a run is recorded as inputs rather than positions — one byte per frame. That makes your clear a checkable claim: when you publish, the server re-runs your solution against the level you built and confirms it actually finishes. Levels that pass carry a VERIFIED badge.

Nothing in the community pool is a room somebody uploaded and hoped was possible.

Play what other people built

Browse by newest, top rated, featured or hardest — with a preview of every level before you open it. Per-level leaderboards for fewest echoes and fastest time. Remix any level to fork someone else's idea into your own editor. Rate levels, and share any of them by a short code.

Details

Ten languages, fully translated: English, Simplified Chinese, Traditional Chinese, Japanese, Korean, German, French, Spanish, Portuguese (Brazil) and Russian. The campaign plays entirely offline. A connection is only needed for community levels and leaderboards. Windows, Linux and SteamOS, native 64-bit.

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