
"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 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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 | 6Kreviews | 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
The translation is just... not very good. It was enough to make me drop the game very quickly. I haven't checked for translation patches online, but it's not something I'd be willing to go through to play this game. Besides that, the graphics and gameplay are charming but it's hard to understand what's happening which is a really bad thing for a story heavy game so I'd say stay away.
这种游戏出联机一定很好玩啊快点出联机
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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
快100小时了,我还能说什么呢,对于新人入坑跑团,coc来讲是个不错的游戏,不过与coc规则有不可避免的部分出入,这点新人还是注意一下,本体的模组每个都有较好的剧情和自由度,不过现在还没更新完,体量较小,模组不同的走向有不同的结局这点我还是比较喜欢的。 还有就是那DLC要购买的话,,,,,嗯....我的评价是一坨,作者的文笔很好,但是作者的私货成功让dlc变成了一坨,你给的那个能力有啥用啊我请问了,我跑团的自由度哪去了?幕后黑手逍遥法外我还寻思是我不够细心结果只能让她跑,我还以为她有啥苦衷你也没给我交代吧?还是我不够细心发现不了啊?作者完全有能力做一个优秀的模组但是他克制不住自己的双手去写那谜一样的,,,,算了。
2026年1月現在の話ですが、他の方が言われる様にシナリオの半分が日本語化されてません 日本語化済みとされる範囲でも一部ですが英翻訳のままな場所があります ゲームシステム、雰囲気はとても良いものに感じますが 自分は英語がダメなので現状ではゲームが楽しみ切れず、微妙な気分になりました 日本語化が完了したら評価を変えると思いますが、現状ではオススメできません
如果是博德之门是新时代DND必玩,那么人格解体是新时代COC跑团新手必玩,目前没有更高的代替品。 前几个官方模组质量都特别高,后面的都及格。创意工坊还有很多好玩的模组,这个价格值得一玩。 马上要出联机模式了,期待多人跑团然后 莉莉在目
-아니 무슨 하나하나가 이치를 벗어난 신화생물들이 총알 맞으면 죽어 (X) -아하 총은 강하구나 (O) -왜 아우터 갓이 인간들을 배려해줌? 설붕아님? (X) -소토스 쨩은 착하구나 (O) -왤케 신화적 존재들이랑 엮였는데 해피엔딩임? 찝찝한 결말이어야되지 않음? (X) -신화적 존재랑 엮인 시점에서 해피엔딩이라도 이미 찝찝하구나 (O) 그리고 해피엔딩 지향이라면서 이 게임은 해피엔딩 보려면 진짜 나는 행복한 결말이 보고싶다고 악을 써야 해피엔딩 볼 수 있는 겜입니다. 닥터 스트레인지마냥 시간을 돌려가며 최선의 결과를 찾아서 모두가 행복한 해피엔딩을 찾아보십시오. COC에서 인간찬가를 느낄 수 있습니다. 그리고 신화생물들이 다 이쁨.
アーリーアクセスから遊んでいますが未だに日本語翻訳が完了していない箇所が多々あり遊びにくいです。
跑团的框架但简化了系统,自由度和操作性都不足。我个人认为是简陋的跑团类半成品。 目前游戏不能当跑团和半开放角色扮演游戏玩,操作性等方面还有很多问题,页面和排版也做的很差。 目前新玩家的体验很差,比如我,内容枯燥无聊,很容易腻,有相关游玩内容的玩家才能快速上手。没心思刷的建议打那个超人调查员(或者属性上限加300的MOD,超人调查员太强了很容易腻)和GM工具的MOD速通,但这样腻的速度更快。(不建议打其他的属性上限MOD了,这个已经很强了,打多了容易引发MOD间冲突和卡死)。 还有一些经典问题:1.场面大内容小,甚至没啥内容,失落感强。2.慢,各种慢,加载慢,跑图慢,更新慢(不建议拿太多特质和太多增益,容易卡死,但就算不拿啥特质和增益也容易卡)。 目前建议等价格降低和内容大更新再买,多次更新后只能算个勉强合格的游戏。(所以这么久了更新了什么?寂寞吗?这么多bug就挑了些不那么重要的修,一心就想着手机移植和出周边赚钱了对吗?之前的好评不知道怎么想的,我只能说现在你们制作组是有点不用心了,希望后面能改) 这里后面再加一句,这个游戏太容易卡死了,建议少打MOD和模组(我个人的体验是不要在创意工坊打23年及之前的模组,24年的也有不少问题,之前没啥问题官方更新后反而有了,当然也有部分问题修复了)。这次又卡死了,配合之前说的各种慢是真的搞人心态,目前也不知道问题出在哪,估计大更新还要几个月,只能等了。(经过几小时的排查,应该是在官方模组直接增加MOD特质导致的,可能也有特质和增益太多的原因)
컨셉 원툴 rpg. 똥겜이라 일반적으로 추천할 만한 게임은 아님 1. 인디에서 감당할 수 있는 컨셉이 아님. 옴니버스 형식으로 작은 이야기들을 공략하는 스타일인데, 크툴루 컨셉이라 그 짧은 이야기에서 자기들끼리 세계가 어쩌구 운명이 어쩌구 멸망이 어쩌구 하고 있음. 플레이어가 캐릭터나 서사에 몰입할 만한 볼륨이 아니라, 보고 있으면 헛웃음 나옴. 작가가 아주 능력이 좋다면 이 정도 분량으로도 몰입하게 만들 수도 있겠지만, 그 정도 능력자가 자기 글 안 쓰고 게임 만들고 있을 이유가 없으니 사실상 불가능한 이야기 결국 이 컨셉을 살릴려면 개별 에피소드가 일반적인 게임 하나 정도의 볼륨은 되어야 할 거 같고 + 그러면서 또다른 컨셉인 최선의 엔딩을 찾기 위한 반복 플레이의 재미를 살릴려면 자유도도 꽤 높아야 될 거 같은데, 인디 레벨에선 불가능한 이야기 2. 게임의 만듦새가 똥겜 그자체임. 컨셉은 마음에 들어서 계속 할려고 해도 이 부분이 너무 짜증나서 결국 유기 ui까지 따로 만들어서 패드 공식 지원하면서, 정작 패드로는 포커스 못 잡아서 마우스 써야 되는 상황이 좀 있음 프롤로그 에피소드를 한 번에 안 깨고 중간에 껐다가 이어서 하면, 플레이어를 프롤로그 이후의 상황에 던져놓고 알아서 로드해가란 식의 개병신 짓거릴 함 상호작용 포인트 보여주는 키가 토글식인데, 상호작용 한 번 하거나 메뉴 키거나 저장하거나 하면 꺼져서 안 보임. 근데 내부적 판정은 계속 켜져있는 상태인지 다시 킬려면 그 버튼 두 번 눌러야 됨 메뉴 키거나 저장하거나 하면 상호작용 포인트들이 싹 먹통됨. 범위 밖으로 나갔다가 다시 접촉해야 작동함 주사위를 공격자 피격자가 같이 굴리는 식인데, 시스템 자체야 그럴 수 있다고 생각하는데 직관성이 너무 개박살 남. 심지어 나온 숫자로 직접 비교하는 게 아니라 대성공-어려운 성공-성공-실패-대실패로 판정을 나누고 그 판정끼리 비교하는 식이라 더 구림. 이를테면 공격자가 주사위 실패 떠도 피격자가 대실패 뜨면 성공하고, 공격자가 성공 떠도 피격자가 대성공 뜨면 실패하고 그런 식. 비전투 상황의 ui가 특히 더 구림 한 번 켜진 툴팁이 다시 꺼지는 조건이 이상한지 컷씬이나 메뉴나 대사나 그런 거 가려먹는 경우가 자주 나옴 3. 너무 원패턴이라 물림. 그나마도 시나리오별 배경까지 다 비슷비슷한 거 같고
2024年2月3日に有志の日本語化MODをゲーム内に取り込むことで日本語に対応したことにしているようですが、レビューを見る限り未だに日本語化が進んでないようでがっかりです。ストアページに日本語に対応したというチェックマークが入ればそれで良いという考えでしょうか。2023年に購入以来ずっと言語対応を待ってるのになにしてるんでしょうか。他のゲームでのローカライズMODの在り方にも関わる状態だと考えます。こんな形で言語対応済と表示できるプラットフォームとしてSteamは何も対応しないのでしょうか。何らかの報告のフォームがあれば利用したいくらいです。
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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