
"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
因为是第一次玩跑团类的所以如果有失偏颇请多见谅。 不足: 1.游戏内的每个故事的内容千篇一律,没有让人眼前一亮的剧情。 2.故事内容有些短,除了最后一个其他的都太短了,导致剧情没有深度,玩的很无聊。 3.各个故事独立并没有一个大的主线,如果能更好的将这些故事串起来再丰富一下各个故事的角色就好了。 4.战斗方面只能说,技术不够,数值来凑,缺乏策略性。但有一点好处是你不会卡结局,也方便你更好的通关。 5.通过游戏内的某些成就就能反映出买了游戏玩了的人并不多,大多数连一个故事都没通关,所以买前三思,免得到时连攻略都找不到。 6.某些地方的优化还不太行,比如音乐每次会断一下等等。 优点: 1.不得不说像素小人真的很好看。 2.音乐还可以,比较契合场景。 综上所述,这游戏现在我不推荐买,很容易买了就放库里吃灰。当然只是目前来说,以后嘛就看官方怎么优化了,我还比较看好未来的。
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。
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
首先,我是冲着coc来的 从cocTRPG的方向上看,这游戏除了背景设定和模组故事情节一样,玩法差别太大,甚至可以说已经和coc的相同点只剩下克苏鲁神话的部分了。 我觉得制作组并没有在这方面下功夫。 我跑过卡森德拉的团,这游戏测试的时候我也玩过,正式上线没买,但最近跑完卡森德拉又听闻这里出了卡森德拉的模组所以就来试了一下。 只能说,很失望。多了很多自己的玩法我倒没有特别在意,和我跑的卡森德拉剧情有些许不同我也没在意。 但关键是在于,跑团最重要的东西在这个游戏里面被舍弃了。那东西便是,自由度。 我知道在固定程序的游戏里面还原自由度难如登天,但你可以尽可能的尝试着去做,既然你打算做coc题材,那制作组自己也应该知道coc跑团里面最大的乐趣玩点在哪吧? 探索,交涉,思考整理信息然后做出正确的判断,剩下的交给骰子。然而这个游戏,除了探索,剩下的基本上都是跟着剧情走就好了,玩家不需要特意的做出一些举动去改变什么,很多地方并没有给玩家那么多的分支可以选择。 如果你想做自由度,在很多地方都可以给玩家不同的选择,最后根据各种选择交织出的结果来给玩家反馈,可说实话我在游戏里看不到制作组往这方面努力的打算,这基本上就是一个克苏鲁神话世界观的rpg游戏,和coc跑团完全是两个概念。 作为游戏说实话挺无聊的,毕竟没那么多探索的欲望,如果你只限于把开放性模组变成线性游戏,那这个游戏不过是打着coc噱头的烂游戏罢了
从未有过的二次元coc跑团游戏,从此洛夫克拉夫特式这个标签里终于出现了明亮鲜艳的作品,终于摆脱了黑漆漆黏糊糊的刻板印象(尤其是boss),总之是非常喜欢(尤其是boss) 玩法方面已经非常贴近我认知里的coc跑团了,但是自由度还不够高,接下来是许愿环节:车卡环节希望能增加捏人的部分,增加更多职业,更多技能,在模组内可以主动使用技能,模组npc接入ai,战败死亡cg也想看,已收录伙伴希望有更多说明(比如人物设定和立绘),模组结算说明里希望有更多数据(比如读档多少次,和npc达成了什么样的结局,达成了什么支线) 最重要的是,希望增加画廊展示,boss太美丽了想要壁纸(没有cg也想看立绘和boss设定) 总之就是非常喜欢,希望制作组能一直制作下去! 我会永远支持你们的,永远……
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》
+ E7规则 难度很低 适合对骰子 DND CRPG元素感兴趣的玩家入门 如果你能适应E5的博得3 甚至E3的正义之怒 而又找不到相似的游戏 这一款可以无脑入 + 建卡和养卡设定亲民 不像隔壁某个对抗恶魔的CRPG 光是建个卡的时间 你可能已经不能退款了 + 工坊有一定数量的自制剧本 量大管饱 + 部分模组的剧本品质还是在线的 - 游戏带有网络废话谜语人文学的成分 好在不吃这一口的可以选择跳过 推荐
你应该标明自己是「coj」,而非「coc」。
I think this game has a ton of potential Right now it mostly needs a more professional quality translation, but once that is done I can see this game becoming something really special The ability for community made content to become full official content allows for some huge community impact
[b] 注意!该游戏并不包含: [/b] [list] [*]正统洛夫克拉夫特式的阴暗风格叙事 [*]严谨的克苏鲁神话原设 [*]像伦道夫·卡特那样的超酷硬派调查员 [*]TRPG特有的运筹帷幄、智略为王的玩法 [/list] [b] 注意!该游戏包含:[/b] [list] [*]有如诞自初中生之手的低质量文本 [*]意义不明的,有悖于此类题材之严肃性基调的娘化 [*]他 妈 的 二 次 元 美 少 女
游戏内剧本大部分的剧情都没有什么吸引力,黑色嘉年华这一个倒还不错,作为一个克苏鲁狂热粉丝,在游玩途中更多的乐趣是来自猜测每一个剧本的神话生物或神明并且猜中的快乐,相比之下推进剧情所带来的乐趣倒是少之又少。 探索剧本地图大而空,很多我认为应该可以交互的东西反而仅仅只是装饰。今年下半年即将推出的多人剧本《雾都之心》倒是让人期待值拉满,或者说联机模式一直是我所期待的,希望到时候能有一次让人愉快的体验。
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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