
"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 2,400 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
这个《彼望游乐园》真的是纯纯的狗屎啊。 首先这个本里拿一个吉祥物恶心人,里面卖的物品有关系到副本结局和永久解锁道具的关键物品,但是你拿到的特殊货币不能直接买,必须从这个畜生那抽奖,想要能够完美通关的物品和永久解锁的物品都必须得一次次刷也就罢了,这个畜生的随机数还是锁死的,你必须得提前好几步存档,然后把繁琐的流程走好几遍,然后重新站到这个畜生面前抽奖——我自己玩的时候刷了一个半小时,甚至没刷出来。 作为跑团玩家我能理解运气作为重要设计要素在游戏里的重要性,但跑团也不是纯粹遵循运气进行的啊,你骰子失败了是不是KP会想办法让你从其他渠道获取到重要道具?那你这个游戏可以吗?而且跑团的核心是自由演绎,你这个游戏里甚至连杀这个畜生的选项都给我了,我顶着扣精神值的DEBUFF选了杀这个畜生,你告诉我这是逗我玩的,人家一被吓就跑了。 作为一个官本,我不指望你一定要多么优秀,多么震撼人心,但是你至少别破坏这种氛围吧,前面的剧情沉浸得好好的,你给我来一个抽奖拿关键道具,是设计这个本的人抽卡游戏玩多了吗?就一定要塞这种玩意恶心玩家?是不是觉得这个畜生和玩家的互动特别友善,所以这个吉祥物杀都杀不了? 《谎言与欺诈》里面就连富商的女儿,一个小女孩都可以被攻击,你告诉我这个吉祥物杀不了?是不是觉得这个做法特别道德特别真善美啊?是不是觉得这个吉祥物比一个善良的小姑娘都可爱啊?那我只能说这个游戏从根上还是要限制你玩家的自由性,而且不是不能做到,而是能做到还要故意限制你来恶心你,你就是把吉祥物杀了直接进结局,都比这种我选了要杀然后调查员说就是逗逗我来得强。 那你问我为什么改成好评了?因为这个游戏还有个本叫《卡森德拉的黑色嘉年华》
思考良久,最终还是给出了不推荐的评价,尽管我很支持游戏与团队,但在评价上我不能含糊 先说结论:[h3]尽管制作过关,有一定创意,但剧情只能说是不尽人意,就如《GquuuuuuX》一般,作为二创(mod)还好,但是作为官方有点太野了[/h3] 刚打开游戏时,我先看看状态栏看看有没有什么mod失效了或是什么特质状态错了,结果我发现了一个[spoiler]”剧情模式“,我还纳闷呢,我也没选难度啊?[/spoiler]到后来,根据文风和大量的设定涌入,我大概猜到这是《倒吊人之谜》的作者了,等薇尔莉特出来我就完全确定了(我没有很关注DLC的制作啦)。只能说小巧思和弱引导是一直以来的特色,在本作中,用技术力补上了一些引导,小巧思也给出了特定功能解决,这点上我还是得对制作组的各位表示称赞的。 然而纵观全篇,故事实在是不出色,既不是简单的王道剧情,没能调动足够的情绪以至于可以忽略逻辑上的瑕疵;也不是合格的邪道剧情,并没有通过诡谲的情节与手法来让玩家感到共鸣。先讲讲目的与逻辑吧,[spoiler]在我看来,目的就是塔维尔为亚南保持“人性”,而为此目的,与奈亚做了一笔交易。首先,“人性”这个词作为母题实在是太宽泛,而全文并没有体现亚南哪里有失去人性的倾向,也没有给出对应的后果,倒不如说,其实角色的行为一直都挺富有人性的。这样,一方面,让人云里雾里,难以感同身受;另一方面,“人性”在主流价值观下是可以直接宣扬的,但在COC,哪怕是在《人格解体》这样并不那么典型的COC下,这个也一定是要解释的。亚南为什么需要“人性”?逻辑上来说只能说任务需要——毕竟COC里你不能默认人为百灵之长,然后给人类默认优待——那体现了需要“人性”的任务吗?我没有看到体现(反倒是我看作者的前两个mod不是很像人才能通关)。那么,与奈亚作交易呢?我想不到意义。虽说泡泡的特点向来只注重“全知”,但不代表做不到引导一个人的走向——至少这是一个能被奈亚分身影响的人。只能说,中心的剧情太过儿戏,没有充足的逻辑链条,又不能引起足够的情绪(最终就是和心魔打一架,这种事情倒不如说人人都得经历,难以给出成就感),总体来说,很出戏。[/spoiler]接下来,谈谈人物塑造,[spoiler]先谈谈时空神殿里的各位,总体来说,刻板印象浓厚,又过于轻浮,而且我看不出哪里缺“人性”了,哪怕除开奈亚,剩下两位也有欺瞒、妥协、傲慢、莽撞等一系列特质,可以说这是大众化的改编,但是在这么一个特定谈论“人性”的作品中,这么做应该是慎之又慎的,反正我是无法接受这样轻浮的说法。再说奈亚,其存在的意义就三点:1.刻板印象:所有的坏事都是奈亚干的;2.推动剧情:为玩家讲述整个计划;3.引出薇尔莉特这个奈亚分身。可以看到作者真的很喜欢薇尔莉特这个角色,我也可以理解,我自己当然也有类似的人物,但问题是,综合三部作品来说,这个角色的塑造并不十分成功,从之前的两部正作来说,祂应该是作为KPC而出现的,所以作用就是发布任务,带来问题和混乱,以及在绝境时拉一把调查员,所以塑造扁平并没有什么问题;但是加上前传这部分就显得很滑稽,可以看到,当下,祂的目标是杀死奈亚的主体,可问题是,一个奈亚的分身、一个千面之神的分身,说要杀死主体,多少有点“我杀我自己”的滑稽,乃至之前两篇作品里面那故作玄虚的样子,也变得像是活在了奈亚主体的阴影下。那我要是奈亚,那我也真的想看这一出滑稽剧。究其原因,就是作者自身的“人性”还是太重了,描绘出的这种非人的逻辑就不够完备。要我说,薇尔莉特要么塑造成一个模仿奈亚的滑稽剧演员,要么只能等后面理解到当下想法的荒谬,从其它方面去尝试杀死奈亚,才能升华这个角色。至于其它角色……可以说就和文中说的类似,“一张白纸”,除了外科医生用最后的死带来了一定的弧光外,其他人实在是太模板化了,留不下什么印象。[/spoiler]再说说一个我自身不喜欢的地方,[spoiler]就是这个“剧情模式”,我就想看看剧情,对,上一个模组是告诉我了可能会有负面效果,但是这个模组里也得提一嘴吗?故意嘲讽我两句好玩?那最后不还是被我两拳捶死。只能说,游戏里确实有很多这种破坏心流的地方,比如和薇尔莉特去灯塔的时候,走到一半有个岔路口下去,那这时候怎么办?我不知道这后面会不会有相互作用的地方,那我只能存个档先下去看看喽;还有亚南最后跑路在黑屏跑那么久,多少应该给几个光点作背景说明确实是在移动才对。[/spoiler] 再挑挑一些小刺,[spoiler]比如技能的使用,其实基本上只用在几个特定的地方,我知道假如给选项的话就直接给答案了,但到一个地方就先试试然后看到不能用还挺失望的,我记下来全游戏就一开始教堂那里是要自己做出选择的,但是前面有给出这种因果律武器的效果吗?哪怕后文也没用上过。而且我记得是不是说了只能附身来着?假如不是的话,那警探有无数个机会和办法去处理犯人和薇尔莉特。再比如,第一条蠕虫需要回溯时间直接打疯子拿,但问题是一开始我为了连贯性还没有一直回溯,当我看到蓝光出去的时候我也没法理解是什么,直到第二条在尸体上出现时我才能知道,那这个时候已经过去多久了?可以说这是可以读档的没有关系,但是我还是坚持“假如玩家没有做错事,就不应该给出惩罚”。然后是工厂的梯子,就,一个正常人会想到从警察局的档案室里拿梯子吗?再说第一次去的时候又拿不了,实在不行给个提示呢?[/spoiler]大概就想到这些。 哎,昨天在Steam上写结果不小心碰鼠标侧键一下子全没了,又重打了一遍,同时也再冷静了一次,把情绪化的地方删掉了或是给出了更有事实支撑的的说法。总而言之,我对这个DLC的质量是不够满意的,希望下次能给出更加令人满意作品,不说卡镇级别吧,至少也得是谎言与欺诈级别的吧()。哎,第二期共创的时候有点事,没赶上,结果玩着一个作品[spoiler]《杀死那只知更鸟》[/spoiler]发现简直是异父异母的亲兄弟,连选角和故事架构都差不多,现在改了改,做出了些差异,希望哪天能搬上来吧。想了想自己批评别人的自己也未必能解决,就还是别责难了,希望能做出更好的作品吧。
Media

Related
Related
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
This is as close as it can get to playing a tabletop Cthulhu RPG (TTRPG), based on Chaosium's Basic Role-Playing/RuneQuest system. You have several modules where each module is a complete independent case/adventure. You create your investigator(s) and send him to the modules. You can use the same investigator or different ones for each module. You can unlock companions in each module and add them to your team in any other module. There is character progression for the main investigator and his companions during a module and between modules, improving stats, skills, traits, etc. The modules are very open allowing for multiple choices, paths and endings. It is more on the high fantasy end of the Cthulhu mythos. There is also a simple but satisfying crafting system that allows to create variety of items, medicines and weapons. Combat is turned based, brutal, and include many strategic options. On the downside, the UI is strange and not intuitive and some fan-made modules and content is not available in English. It is a real gem for RPG lovers.
不知道的还以为是在玩二游,旧日支配者是美少女形象也是难绷,还穿白丝。几个模组玩下来只觉得索然无味,剧情看的我只想跳过。唯一的优点就是音乐不错了
This is a really good lovecraft rpg game. Theres 2 things this game does realy good: 1) The game is divided into modules the only thing that carrys inbetween are your investigators and companions you unlocked from the modules. Inbetween the modules you can have your characters do a variety of events to heal hp, sanity or improve stats; each having their own risks and oportunities. This essentialy makes a realy good base to make a lot of diffrent and immersive campaigns. 2) This feels like a DnD game, best point is the combat. Theres a ton of things you can do before and during the fights and every system related to it feels realy good even the crafting. These fights end up being very tatical while they are balanced in the idea of you being as vulnerable as them which can lead to hard but fun moments. And ofc, all this is acompanied by real nice pixel art, music and a lot of content in each module. I had no problems with the english translation, but this is a indie chinese game so it is bound to have them. I absolutely recommend this game to RPG fans.
This game is certainly one of a kind, in a good way. I was a bit unsure before I purchased the game, since some reviews were so hard on the translation, and while it is not the kind of translation you might be used to from bigger games, it's not that bad. Most of the translated parts are perfectly fine, but sometimes you might stumble on some untranslated dialogue, which can be a bit frustrating. Though this can be solved through image translation tools rather quickly and isn't more than a few sentences. Now to the game itself, it's a must-try for any Lovecraft and cosmic horror fans who like anime-style aesthetics. The game has an anthology style, with different Lovecraft-inspired stories; some might be more to your taste than others, but you will always feel the love for the genre and the different concepts in each one. (My favorite was Cursenday's Black Carnival. It's long, but I really liked the vibe and the characters.) You can achieve different endings in each module and it's really fun to try different choices or roleplay in character with the choices you make. In case you are ever stuck, there are English guides for the modules online. But I think it's more fun to go in blind and enjoy the atmosphere and the mystery. Another big plus? This game is not done, the developers will add more modules in the future and if that is not enough for you, the game enables fan-made modules. There are not that many that have an English translation, but there are enough to try out, and items and character mods can even be translated pretty well by yourself through editing the mod files with the help of Google Translate. Yeah, I did that for that Arknights character mod… Anyways, I recommend it. It's fun and I wish there were more games like this for me to stumble upon.
这款游戏的全结局达成流程图让我就明白了为什么古神无法理解的低语会让人疯掉XD
冲coc买的但这个宅味也太熏了^^玩半天感觉跟克系没什么关系把古神名字一改就是普通rpg
套着coc皮的ooc游戏,游戏内充斥着大量的奇怪ooc设定,例如关于读书完全不需要时间,幕间成长直接会在本模组内生效,san基本不要钱的恢复,战斗系统的烂强,枪械数据完全不合理,pc可以冲进任何一间店铺对可交互的道具进行洗劫,随便逛一圈就能得到上万的钱,就卡镇模组内的pc行动,你在任何一个常暗桌内都能经常看到,标准的不看规则的刁民行为,这样的游戏我认为并不是简化了coc的门槛扩新顺带赚钱,反而是为了赚钱培养一堆刁民去祸害coc这个圈子,我已经能想象到一群玩过或者根本没玩过人格解体的人冲进coc群的公告野团开始迫害队友和KP的场景了。 圈内有名的高难模组卡镇,难度高就在基本整个镇子全员恶人,势力错综复杂甚至作者根本就没有写结局,导致如果没有KP改写那么卡镇最好的结局就是脱出,而在这种环境下你猜我看到了什么?线性的游戏流程,售卖轻机枪和加特林的五金店(?),顺带一提coc的战斗系统是烂,但是这款游戏把coc战斗系统照搬的同时变得更烂了,经历了两场战斗,所有的敌人都可以做到一轮秒杀你的其中一名队员,而你的手枪也能做到一轮秒杀对面,这无论在任何一款游戏哪怕是coc都是无法想象的情况,coc系统的神话生物战斗力是强,强到没有热火力情况下的劳模深潜者和食尸鬼要砍掉所有特殊能力变成普通人类水品,但是神话生物的命中率都是一如既往的低啊,斗殴抑或是武器使用属性基本就没有超过50的,更别说游戏照搬战斗系统但是没有重伤系统,没有让角色选择反击抑或是闪避,导致防御端完全靠敏捷,治疗用品完全不够用,医院的庸医甚至医学属性不如pc的卡。 最后说一句,如果你是COC圈子的,不要买这款游戏,ooc的太夸张了,这就是单纯数据崩坏的RPG游戏,写作模组读作剧本
克苏鲁味非常非常淡,基本目前我打的几个官本古神boss全是巨乳美少女,二次元占比很大恐怖氛围很弱更像是探索类rpg。 如果当rpg玩我相当推荐,UI用着很舒服美术做的也很好看,但是真想品味coc客系跑团的快跑吧,
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
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $7.2K | 30 | 87% | $10.99 | |
| $15.1K | 51 | 96% | $9.99 | |
| $1.5K | 14 | 100% | $4.99 | |
| $260 | 4 | 100% | $2.99 | |
| $259 | 6 | 33% | $1.99 | |
| $0 | 25 | 80% | Free |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.6M | 9.6K | 81% | $9.99 | |
| $2.6M | 1.1K | 68% | $59.99 | |
| $2.6M | 8.6K | 89% | $11.24 | |
| $2.6M | 10.8K | 74% | $8.99 | |
| $2.6M | 7.7K | 96% | $14.99 | |
| $2.6M | 3.9K | 63% | $24.99 |