
"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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
虽然首发就入了,但是没想到一直没有写过评测。 还记得当初在b站看到制作组说是因为跑了团才想要做这个游戏的,而那个时候正好本人也是对跑团最痴迷的时候,于是就一直关注着人格解体的制作进度。 作为单人体验的游戏,人格解体用来接触coc其实还蛮不错的,如果能够因此对coc起兴趣,这游戏就很值得。但是跑团最快乐的我个人认为是和亲友一起在跑团的过程中整的各种活,单机游戏不能体验这部分还是蛮可惜的。 玩了人格解体后还特意去b站看了原剧本的replay,只能说为了让单人剧本流畅运行削减掉的剧情有点太多了,不过这也是没有办法的事。 总的来说,人格解体这游戏瑕不掩瑜,算是比较好地还原了跑团过程中的一些体验。
个人并不喜欢这类玩法 体量太大了玩不下去 但是看得出制作组还是挺用心的 给个好评吧
喜欢克系和跑团的可以入,一直持续更新,内容挺多的
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
省流:初次接触跑团的可以当入门作尝尝咸淡,但除此之外就不要抱有幻想就是一坨。 不是很理解有效果更好、专业性、服务态度更好、价格相对更便宜的日配不用反而去用配的一坨构式的中配和更加意义不明的“加了电流效果版中配”合成电子音,从新手教程到序章的过渡部分引导做的很差劲(我是谁我在哪我该干什么),官方主线也叫模组整的我以为我买的无主线阉割版,图标锯齿化太严重(也可能是有白边的因素)个人很不舒服。当然这是之前没玩过跑团玩法的我个人的体验,你杠就是你对。 ————————————————分割线—————————————————— 我以为是我的问题,翻了翻评论区发现不是我的问题,那我继续差评了 1.从跑团玩家来说,《万物归一者》很无聊,连属性都无法自定义的固定主角;捡捡垃圾-打boss-通关的固定流程(我们跑团也要有自己的搜打撤),尤其是捡的一堆破玩意真就是垃圾一点作用起不到,黑市的武器更是小丑中的小丑。骰子更是重量级,所有的选择不限制重骰的次数+幸运管够也就是除了主动接受失败外随便浪;更不用说大成功大失败相比成功失败“大”在哪里。这个质量已经没动力打完剩下的模组了 2.从gal玩家来说,很失望。剧情本身中规中矩吧(毕竟克苏鲁都成时尚标签了),“角色要有自己的生活”是吗,整个剧情因为“玩家意志”而会改变的选择基本没有,人物塑造方面也是既不克苏鲁也不废萌,但凡虚间里的泡泡做点对话和互动呢,另外图书馆的泡泡有种伪人感。 3.发售几年了,这些优化改善体验的地方是不会去改的你就惦记这你那众创模组去把。通关《万物归一者》竟然不如X岛上的跑团版和尘白3.3里描写的跑团部分有吸引力
第一次玩游戏玩急眼,序章里面roll点,十次里面九次失败,是我太非了还是游戏roll点有问题啊! 关键是roll点还做得特立独行,搞得花里胡哨,看了半天才看懂什么范围才是成功,而且roll点界面设计也很离谱,上面写着个成功,结果下面才是判定成不成功。 交互也很卡手,提示也很粗糙,感觉不像是认真打磨过交互系统的样子。
一款让我一口气玩了45小时的游戏,在探索模组方面挺好的,文字方面感觉互动比较少
好玩的,适合单人休闲
希望开发组能更新游戏在后台时语音不静音的功能
感觉上比起COC跑团模拟,更像一款高自由度的RPG游戏,不过卡镇伟大,无需多言
游戏内容超丰富,像素风更是超大杯,推荐
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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| $0 | 25 | 80% | Free |
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| $2.6M | 3.2K | 92% | $19.99 | |
| $2.6M | 10.8K | 74% | $8.99 | |
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