
"May all stories find their best endings." "Depersonalization" is an anthology-style game featuring standalone chapters and diverse story genres. We continuously collect and create a wide variety of stories, ultimately housing them in a library that transcends the flow of time.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 0.57/day in the week to Jul 30 → 0.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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.
About

In the game, you will find yourself in a timeless library beyond the river of time. As the creation of Yog-Sothoth and the embodiment of Her will—the Star Key, you will cross the Gate on Her behalf to various worlds to mend shattered timelines.
Currently, the game has successfully launched 4 exploration modules, 1 text module, 1 rules module, and the highly anticipated large module "Cursenday's Black Carnival", with a total game text volume accumulated to 450,000 words.

Moreover, the game's main interface features a creation mode, allowing players to use the editor to create and publish original modules.

In each module, you will play as an investigator, collecting clues, rolling dice for success in checks, triggering events, and gradually approaching (or distancing yourself from) the truth of the story. If you are a novice player, "Depersonalization" can help you quickly familiarize yourself with the tabletop role-playing process and experience the unique joy of randomness.
Our story draws inspiration from the Cthulhu Mythos, which may be bizarre, thrilling, and intriguing, but it is not solely designed to bring about fear.
You can bribe, steal, trade, or appease the characters in the story, and the different actions you take will lead the story to different directions.
Why must victory be achieved through combat? Try stealth, delivering a fatal blow to the target, or using intimidation to make the target flee.
If you learn some forbidden knowledge, magic will be the key to defeating your enemies.(But there might be additional side effects (lmao), so use it cautiously!)
Our collectible content includes module endings, character traits, spells, companions, and mythos items.
Exploring forbidden knowledge in the modules will allow your investigator character to harness the power to cast spells.
Throughout the story, you will encounter many new characters and unlock their unique stories. As the story progresses, they will become your companions, standing by your side and fighting with you.
Additionally, each story hides unique mythos items. Collecting and skillfully using these items will bring extraordinary power-ups to your character.
Each module has different endings, and once you achieve these endings, all your characters can inherit these experiences, thus unlocking exclusive collectible content unique to that ending.

Your investigator character will undergo unique adventures, and these experiences will transform into traits, granting your character special abilities.
The game features a powerful story editor, allowing creators the freedom to craft all content within the game.
If you are passionate about writing, you can use the editor to create text modules in the style of visual novels.
If you are skilled at building game mechanics, then crafting rules-based modules will be an excellent way to showcase your design talents.
If you yearn to create a more free and open game world, then making exploration modules will fulfill that desire.
Currently, there are over 50 playable modules available in the Workshop, and regular module co-creation events are being held on an ongoing basis!

Sums Steam only; Xbox publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 6.9Kreviews | 93% | — | $2.6M |
| $19.99 | 202ratings | 58% | — | 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.
Engagement
Reviews
Themes across 850 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Намного дольше поиграл и начал разрабатывать перевод. У игры, конечно, есть огрехи, но думаю их простить можно. В особенности нравится геймплей CoC, но сильно расстраивает то, что противники немного глупенькие, и их можно просто оббежать. А, ну и ещё некоторые треки нравятся, прям красивые. Жаль только англ перевод хромает, но пади его подправят
虽然很讨厌最开始要发售时候,做的宣发,给我一种很浓画大饼的感觉(虽然玩了这么久现在依然觉得是) 最开始看宣传讲的以为多NB,多有野心呢,可是一看娘化的各种外神,那不还是老一套,就是个幌子嘛,那你最开始扯什么还原克苏鲁跑团之类的,为了吸引大众做的妥协??? 呵呵 而且感觉现在的这种模式,创意工坊还是不能长期支持,创意工坊里的真正的美式/日式风格的优质量模组也不算多,而且里面还有短小精悍的(褒义)而且你那幕间故事就一个啊,纯摆设,等着创意工坊的作者无偿补充呢(虽然官方貌似对创意工坊的作者也挺好?吃相算的上不难看) 还有你就这么执着与你那老战斗轮吗,你官方模组安排的战斗轮我觉得有点多(当然你要是喜欢在coc跑团里玩那种踢门团。开局先穿一堆护甲值贼高的装备,跟人家枪战,当我没说)(但为什么不玩三角洲亦或是通俗呢)(虽然我感觉人格解体就有点通俗那味)(咳咳,扯远了)个人觉得就比7版的战斗轮好上一点 但是目前来看好像独此一家,找不到以coc为规则的正餐(有一些在做的,但感觉还不如这个),所以依然会给好评,当作代餐来玩 对了还有那狗屎的优化,不知道是加mod的问题,还是游戏本身问题,每次打开加载页面贼慢 (叠甲:里面吐槽的部分内容本人可能记不清了,有说错的地方,欢迎友好的指出)
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English, Japanese, Korean
Hours played at review time, across 852 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
游戏形式较为新颖,在角色扮演的剧本中加入了跑团的骰子元素,在剧本不赖的情况下,这一元素使人格解体带来了新鲜感,令我在感到不错,75块的价格也不贵,因此推荐这款游戏。 不过别买梦的解析,这是垃圾。
还行,卡森德拉玩着很上头,只是探索模组疑似有点少了,产能偏低。
dlc这么oc还把正统本体模组续作挂上,真无语
期待很久的DLC是个伞兵晒猫局,不是一句官方不干涉剧情就能理解的 逆转召唤不比这坨垃圾好十倍? 下个模组出来前不会改
玩到现在大致有了点感受,总之不太推荐 这个不推荐是全方位上的,我说真的,人机配音多少有点吓人 然后就是,角色塑造,这个我不多谈,我只玩了万物归一者和一个玩家自制的文字模组,但感觉官方自己的模组多少缺少文笔了,希望精加打磨一下 然后就是存档的问题 这个我真的想大喷特喷 我想请问一下为什么不能独立角色独立存档?比如我调查员1在模组a,然后此时我回到大厅我想用调查员2进入模组b,但这时候显示如果我用调查员2进入模组b那么会导致调查员1在模组a的进度消失... 我不清楚制作组对这个设定是什么看法,我的个人看法是一坨史 就有没有一种可能,你可以改成每个模组有单独的存档进度?然后正在另一个模组的调查员a不能进入模组b如果进入模组b就再跳出删进度提示不行吗? 可能大伙有别的意见,但我真的不太喜欢这种,还有一些杂七杂八的概率,自由度,剧情这些就由大伙评价吧
COC玩家的解馋之作,虽然不是特别的COC但是还是能解解馋
游戏还是很好玩的,特别是制作团队对于第三方资源的开放态度值得称赞。希望能赶紧做出来联机模式,我好给朋友们推荐出去。买DLC主要是怕你们饿倒闭了……
自由度没有达到预期比起跑团更像一堆剧情稀碎的rpg单元剧揉碎塞一起,食之无味弃之可惜 人物设计四斋味好重好廉价好恶心尤其是女角色的服设放在这个世界观下像打了什么邪恶少女mod一样好流俗 呕
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.
Related
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| $2.6M | 3K | 92% | $19.99 | |
| $2.6M | 10.8K | 74% | $8.99 | |
| $2.6M | 7.7K | 96% | $14.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $7.2K | 30 | 87% | $10.99 | |
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| $1.5K | 14 | 100% | $4.99 | |
| $260 | 4 | 100% | $2.99 | |
| $259 | 6 | 33% | $1.99 | |
| $0 | 25 | 80% | Free |