
"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
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
Media

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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
開始20分ほどで一部のキャラの台詞が日本語化されておらず、そこから少し進めるとNPCが話し終えた後主人公が全く同じ台詞を復唱した辺りでギブアップです。
我的期待上,希望这款游戏能做到COC的线上联机工具。但截止目前,这只能算得上是一款多分支结局的传统RPG游戏,所有的线路都被设计好了,并没有真正的dm,但也看到了官方改进游戏内容以及编辑器,相信未来会更好。目前来说,这个游戏并不算是正规的跑团,因为这一点被吸引的玩家,可以再看看。 但是我作为像素RPG的粉丝,这款带有创意工坊的主角成长型游戏非常对我的胃口,不同的卡都可以尝试不同的build,达成不同的无敌(太无敌了有些成就难以达成),就好像无限流的作品,你带领你的化身穿行不同的时空,体验不同的故事,但是其中的成长可以带入下一次冒险。
双标狗,都做美少女娘化了,到DLC要跪在真实了,还整什么同人不代表官方
官方热衷于做周边之类的粉丝经济赚钱,对更新游戏做好游戏并无兴趣
主要推荐卡森德拉这一个本,其他的我觉得只能算是一般偏好,但是卡森德拉这个剧本质量非常高。
首个付费dlc爆了以后不光速滑跪改结局而是整个“下次一定”的烂活? 属实是被COJ腌入味了,以后的dlc也不用考虑了 因此在剧情中,调查员可能会遭受到意想不到的挫折(比如被欺骗、背叛或打击),而最终反派可能会逃脱制裁(这个结局不可被改写) 因此在市场方面,游戏可能会遭受到意想不到的挫折(比如被刷差评、退款或dlc没人买),而最终制作组可能会解散(这个结局不可被改写)
体验了序章我认为不适合我,把每个角落都探索了,每个文章都看了,还以为是伏笔呢或者有用的信息呢,结果有的根本没有任何影响,自由度也太小了,序章过后让我带入感直接消失,这个游戏很多设定本来就OOC,(娘化古神,还问我喜欢这个世界吗???)为何还要把第一章剧情设置成这样,让我没有玩下去和欲望了。最后一段我搁哪猛SL,结果结局都是一样的,直接来个被遗忘是吧,我还记了下看演出的时间,还再想那个下水道地底有什么,后面要怎么去,结果就这?啥也不是。要么就一开始创卡,要么就让我一直用初始主角(难道可能是写不来长的连贯剧本?)。前面仔细探索感觉像个小丑,戛然而止 战斗部分难度不算高,也有可能是序章的原因,到最后一堆道具都没用完 如果我说的有误欢迎指正我
好玩。整体上看大大降低了coc游玩的门槛,并且抛去了大量糟粕,作为新手或者没那么深度的玩家来讲是一个很好的选择。缺点在于官方的模组数量不多,而创意工坊的模组又没有地图可以走,多少还是差了点感觉。
首发买的,等社区和卡镇完善到现在才开始玩,卡镇总体还是满意的,然后社区···感觉创意工坊首页很多剧本已经把烂梗当对话用了,毫无营养又让人出戏,而且核心已经不再是COC了,感觉更像是披了一层皮的galgame,当然也有不错的剧本,但数量确实不多,更像是屎里淘金。 6/10吧,社区环境-1分。
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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