
"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
前面几个模组体感不错,突然钻出一个游乐园是什么🐕⑩模组。塞一些一点提示都没有的无敌怪,还要来来回回跑,不收集满3个白碎片达不成完美结局,依托 卡镇打到蛛神打不下去了,单人进本拉了两个队友加上蜘蛛宝珠4个人,次次被锁头点名。已移除库
Before you read this review, I will say that my playtime listed at the time of review does not reflect my true playtime, as it is more accurately about eighty hours of so of playtime at the time of review, because of a bug I had regarding my saves transferring over to the Steam Cloud. To begin, I will say this; Depersonalization is a game I absolutely loved as someone who partakes in many homebrewed TRPGs/Play-by-chat games with my friends over Discord. It truly scratched an itch that not even Baldur's Gate 3 could, and that's a very well renowned game. If I were to say how much I enjoyed the game [i] subjectively [/i] , it'd be a 10/10, for sure, because it caters to almost everything I seek in entertainment I like. However, it is not a game for everyone, and for every good thing about it, there's a flaw here and there in return. I'll go over what the game does well, and where the game suffers. [h1] THE GOOD [/h1] 1. The art is nice. The areas you explore, the UI, items, and characters are pleasantly designed. Assets are not reused too often in between official modules, and when they are, it is done smartly and for small things, like a car design or for a few generic NPCs, so each module feels fresh and unique in visual design. 2. Character customization is really quite fun. The game gives you a good variety to work with at the start and it quickly expands as you unlock more traits and mythical items from completing modules. Choosing which stats you want to prioritize can make a mission play out differently. 3. Overall, the storytelling is great. In the case of Lies and Frauds & Cursenday's Black Carnival, peak even. Play for the story. The nature of the game being made up of a bunch of different modules (think of it as not one continuous storyline, but a bunch of different disconnected episodes where your investigator is fitted into the timeline to stop some unknown calamitous event that will happen without your interference), really gives the writers the freedom to make each of your choices matter. It's not some game where you have 'choices' but they're all superficial and have no repercussions down the line. And as modules are meant to be replayed a few times, you'll see different sides to the same story. 4. For a $20 indie game, I think the playtime is a rather good bang-for-your-buck, as on a low ball, I'd say you'd be playing for about forty hours or so before you're done with all the official content and actually reading the story and doing a few replays to see some of the alternate endings or paths you can take. 5. You can tell the developers are real people, they try and they care. ^_^ 6. If you want, there's always the option to jump into some fanmade modules, which are of questionable quality, but still enjoyable and it means that Depersonalization always has room to grow as the community grows. [h1] THE BAD [/h1] 1. The game is buggy. While you'll rarely come across a severely gamebreaking bug, you'll find quite a few translation bugs where the game uses Chinese text instead of English text despite there being an actual translation for that line, and there was a bug at the start where the game used the save on my laptop rather than the steam cloud which caused some issues with the save file. (I kept playing for a while and figured out how to fix it with some help, but it does mean I missed out on some achievements and my true playtime is not revealed). Otherwise the only other notable time I've encountered bugs are when two bosses had their mechanics work inconsistently, and in a high quality fan-made module called Janus Spiral. 2. Speaking of translation, though it's massively improved by now, there is the occasional time when the translation is poor, mostly where obscure traits are involved or in wee bits of modules that haven't been entirely polished yet. It's never so bad that you can't understand what it does or what's going on, though. 3. The art, while I praised it previously, has inconsistent quality. A few characters get attack animations, most don't. In the tutorial, shopkeepers have a dedicated large legs-up sprite and background, but this isn't kept through to the other modules in the game. The developers are also working on new sprites with spine-based animation, which I find don't quite match the artstyle the game has presented to us so far. 4. Some stories don't make much sense until you replay it multiple times and get most of the endings, which means that your first play through a module can be quite confusing and something will happen and because you did do X and don't know the context or you didn't do X and don't know the context, so you end up feeling that some things are quite contrived as a result. It's not so bad that it kills the game, and the overarching story does become more enjoyable as a result of understanding every single little moving part. It's just that your immersion might be a little broken here and there when things get a little janky. I'm looking at you, Soladnit and Moonshade Monolith. 5. The combat is honestly not that deep. While there are certainly ways it can be made interesting, the truth is that almost every encounter can be boiled down to a DPS check, with a few exceptions. It's only that the means in which you do damage is up to you. Some encounters will be more puzzle-y or have mechanics (mostly immunity to certain types of damage or while an ally is alive, but they've done other things too) that make them harder to just shoot down, but even they can be killed before anything happens with the right setup [spoiler] (The boss of Far Hope Park, which is absolutely meant to be a puzzle boss where you need to collect all three Memory Shards to overcome them because they have complete damage immunity and use an AoE instant kill attack every turn, CAN BE DEFEATED IN ONE TURN USING A DRILL AND A LOT OF PEW PEW TO REMOVE THEIR IMMUNITY AND KILL TURN 1 [/spoiler] . Though I suppose that last part makes does give you a bit more creative freedom, but even so, it's just being able to apply the same strategy to win about every encounter with most other strategies, mostly ones involving status effects, feeling very subpar. Sanity and luck management CAN be important in some missions though. This is not thaat egregious of an issue because combat still serves its purpose well enough and stays enjoyable for the length of the game's story content, and can stay enjoyable in replays if you simply try not to min-max that hard. Just know that you won't be playing for game for just combat. [h1] AND... THE LESS BAD (my nitpicks). [/h1] 1. Unfortunately, the eldritch gods are all turned into anime girls, so as a bisexual man, I do feel a biiiit disappointed in that aspect. There's plenty of cool guys otherwise, especially in Cursenday, so don't think there's a lack of notable male characters though. Just no hot Outer Gods. 2. While a part of the game's balancing, once you lock in an ending for a certain Investigator, you can't bring them to that same module again to get more endings. There's a mod that lets you bypass this, but it breaks the game's balancing, since modules are a sort of permanent progression for that character but most modules have pretty consistent difficulty, outside of Cursenday, which is the biggest and most recent module as of writing this review. 3. The side content is very limited. There's no way to replay the game's soundtrack in the game (you have to go on youtube and find some videos where the video extracted the soundtrack from the game files, and those videos were only uploaded recently at my request), and there's only one mini story. 4. Sadly, the game's English community is small. There's not many guides or content made by English fans, and good translations to English are slow (though there are people in the community doing translations on their own, allowing English players to use the Workshop to play modules faster) Overall, 8/10, would rec to TRPG enjoyers.
Media

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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
This game is a real surprise. At first glance, it looks like some quirky “anime waifu” dating game—but it’s not. Underneath the surface, it’s a genuine RPG in the vein of Baldur’s Gate 3, Disco Elysium, and other choice-heavy, narrative-driven titles. The official content is fully playable in English. You’ll run into the occasional untranslated item, but these are minor and not essential to understanding or enjoying the game. The translated portions are done well, and the writing is surprisingly consistent with Lovecraftian lore—even if most of the horrors are, for some reason, portrayed as anime girls. There’s a huge amount of content here, with multiple endings, stat checks, dice rolls, and branching paths. I’m probably only halfway through the available modules (maybe less), and I keep coming back to it despite my usual preference for more Western, mature, and choice-based games. Some aspects are poorly explained—or not explained at all—but the game still nails the hallmarks I love: meaningful decisions, narrative depth, and strong role-playing elements. Honestly, it has more in common with Western RPGs than most JRPGs. I stumbled across it completely by accident, as it never appeared in my recommendations, despite being exactly my kind of game. I’d strongly encourage the developer and fans to push for this to be linked in Steam’s recommendation system to similar Western RPGs—it deserves to be discovered by that audience.
我们COC有自己的废墟图书馆 推荐点给敢为人先的跑团独游和创意工坊,也算是为跑团扩圈添一把火了。高难度解密战斗还是有点阴,下次等联机更新再继续玩吧,,,
[h1]我将以体验者称玩家,因为可能的话我不愿承认这是一款游戏而非梦境[/h1] [hr][/hr] [u]成品的自由度很高[/u],试图从制作组的角度考量的话,不仅提供了充足的coc规则玩法复现上的选择, 更值得令人珍重的是作为制作人对于 [b]体验者对麾下调查员的爱惜情感的[/b] 现于行为的尊重与规则严格性上的让步, 即以经历为片段塑造鲜活的调查员的形象,完成同一模组后不允许替换更改,鲜活的形象则能强化体验经历时的沉浸感,将调查员视如己出, 同时完成同一模组期间可以覆写经历,保留了体验者了解故事全貌的机会;提供以片段经历重塑调查员的功能,温柔地削弱了预想中死亡的真实感。 [u]这出色地给予了调查员此身为人一般的[b]连续性[/b][/u],也为体验者在梦境中不断探索提供了便利。 [hr][/hr] 我否定我的以上评价是在说喵法自然工作室“煞有其事”地给成品放入了其他游戏“作为游戏”应该有的内容功能, 而是在我的了解中【喵法自然】对于[b]创作的热情[/b]给成品加入、注入了确有其[b]心意[/b]与[b]意义[/b]的信念与巧思。
无病呻吟的即视感极强剧情,国产游戏的谜语人就是你们这种不爱动脑子想好剧本的懒狗。游戏的剧情是一坨屎,战斗也没新意,不知道是谁在玩谁,坐牢的一批
신화적 존재들이 왜 총에 맞고 죽는거냐-X 아 총이 존나 쎄구나-O
現状、TRPG好きからしたら唯一無二といっていいゲーム性なのでおすすめするしかないです。 日本語についてはMODでいくつか対応されているものもありますし、それで低評価なんかつけてたらますます日本語対応するゲームが減りそうなのでおすすめします。
前面的中短模组基本是开胃小菜,最后超长的《卡森德拉的黑色嘉年华》才是神回!对剧情党来说,还是长模组更有代入感,就得是角色多、流程长、路线丰富、内容复杂、要素齐全的剧情RPG才好玩。画风、配乐和UI固然是不错的加分项,但原作扎实的剧本对我来说才是体验感优秀的关键;换句话说,如果没有加入这样逻辑严谨克味纯正的长模组,以其他中短模组略显鸡肋的质量还不足以让我给出如此好评。
If the translations are better, then yes this game would be good.
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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