
"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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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
虽然还没玩太明白,但对于想跑团但是找不到团的人来说似乎不错?比纯看视频好玩些,等玩明白一点了会再来更新
I like it, it plays really well on controller as well especially if you cast it to your phone.
So the common word of warning for this game is that some things remain untranslated; I've encountered it twice that part-way through one of the starter modules that the game reverts to the original language. If that is your bug bear, then this is a skip. The big, meaty HOWEVER comes along with it because, if you're a fan of the CoC board game then I cannot suggest this game enough. It does anime-fiy the Mythos but you knew that when the game got on your radar. This game is absolutely astounding; from a character art point of view and from what it tries to have going for it. I do squint at the CPT-Sothoth but I don't have to interact with it. Give it a shot, the first module/tutorial shouldn't take you over an hour and you could refund if it doesn't strike your fancy after that.
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
我要跑联机!!
도트에 눈나들 개많아서 홀린듯이 산건데 무슨 내용에 무슨 게임인지 모르겠음 근데 도트가 쩔어줌 근데 무슨 게임인지 모르겠음
*Depersonalization*, developed by MeowNature and published by Gamirror Games, is an unusual and ambitious RPG that feels closer to a digital tabletop campaign than a conventional video game. It blends visual novel storytelling, dice-driven mechanics, and branching narrative design into a structure that resists linear progression. Instead of guiding players through a single continuous storyline, it presents a series of interconnected narrative modules, each functioning like its own self-contained investigation while contributing to a broader sense of cosmic mystery. The modular structure is one of the game’s defining features. Each scenario places you in a different situation, often with new characters and settings, but all share a thematic focus on existential dread and the unknown. These stories draw heavily from Lovecraftian influences, emphasizing the fragility of human understanding and the unsettling presence of forces beyond comprehension. While each module can stand on its own, there is an underlying thread that ties them together, creating the impression of a larger, fragmented narrative that slowly reveals itself over time. This approach gives the game a unique rhythm, where progress is measured not just by completion, but by how much you piece together across multiple playthroughs. Mechanically, the game leans heavily on systems inspired by pen-and-paper RPGs. Nearly every significant action—whether investigating a location, interacting with characters, or navigating dangerous encounters—is resolved through dice rolls influenced by your character’s attributes. Character creation and development therefore play a crucial role, shaping not only how you approach challenges but also what options are available to you. Success is never guaranteed, and failure often leads to unexpected narrative outcomes rather than simple setbacks. This unpredictability adds tension and replay value, making each decision feel meaningful even when it doesn’t go as planned. However, this depth comes with a steep learning curve. The game does little to ease players into its mechanics, often presenting systems with minimal explanation. Early sessions can feel disorienting, as players struggle to understand how different attributes interact or why certain outcomes occur. Over time, though, the underlying logic becomes clearer, and what initially feels opaque begins to reveal a surprisingly intricate framework. This lack of accessibility will likely divide players—some will appreciate the freedom and complexity, while others may find the experience unnecessarily confusing. The atmosphere is one of the game’s strongest aspects. Its visual style combines pixel art environments with detailed character illustrations, creating a contrast that enhances both intimacy and unease. Scenes shift fluidly between calm, reflective moments and sudden bursts of tension, supported by a soundtrack that reinforces the game’s unsettling tone. The sense of dread is not constant but builds gradually, often emerging through subtle narrative cues rather than overt horror. This restraint makes the more intense moments feel more impactful, contributing to an overall mood that lingers even after a session ends. Replayability is deeply embedded in the design. Because each module features branching paths, multiple endings, and stat-dependent outcomes, players are encouraged to revisit scenarios and experiment with different approaches. The game even acknowledges this repetition within its narrative framework, treating alternate outcomes as part of a larger cycle of discovery. This creates a sense that no single playthrough provides a complete picture, and that understanding the world requires multiple perspectives and attempts. Despite its strengths, the game is not without flaws. The modular storytelling can lead to uneven pacing, with some scenarios feeling more polished or engaging than others. The lack of a clearly defined central narrative may also leave some players feeling disconnected, particularly if they prefer a more structured story. Additionally, while localization has improved, there are still moments where dialogue or explanations feel unclear, which can compound the difficulty of understanding the already complex systems. In the end, *Depersonalization* is a bold and distinctive RPG that prioritizes depth, player agency, and atmospheric storytelling over accessibility. It is not designed for quick or casual engagement; instead, it rewards patience, experimentation, and a willingness to embrace uncertainty. For players who enjoy tabletop-inspired mechanics, branching narratives, and psychological or cosmic horror themes, it offers a rich and memorable experience that stands apart from more conventional titles. For others, its complexity and fragmented structure may prove challenging to fully appreciate. Rating: 8/10
这是把云存档机制弄得最恶心人的游戏,以前的时空点数难以再生,新手多胡乱投影几次就没了,想删档重来都得废半天劲;听说现在改了重新来玩,结果玩了十几个小时,第二天买了dlc提示读取错误直接废弃你的存档,真nm该死。
期待联机
有点好玩,但是绝对是男性向二游,我就知道制作组到处说的女性友好是屁话
初中时候玩到测试版,当时玩得比较浅显,但仍然对于这个游戏有很深的印象,一些设定和观念对我来说都是全新且有想象力的,多种多样的模组也让我眼前一亮。现在看到手游限量测试,可惜没抢到测试资格,听到steam早就推出PC版本,遂马上买下来玩。目前玩了九个小时,除了玩的时候信息量太大我可能没法捋清事情的来龙去脉这一点我不太适应以外,整体感觉良好,致敬我们少有的coc电子游戏,愿喵法自然能坚持以这个水平创作新的内容。
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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