
"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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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
目前体验了两个官方模组感觉还不错,更像一个有骰子和克系元素的jrpg,适合没人一起跑团的时候一个人打着玩玩,我缺的和kp斗智斗勇这块谁给我补啊()操作手感有点便秘,有的图跑着容易卡脚,经常遇到可交互物品交互选项显示不灵敏的问题,不清楚是我游戏运行太久卡了还是其他问题。目前的目标是养成一个传奇调查员去模组里嘎嘎乱杀,太伟大了泡泡,完美解决了我跑团时pc死亡率过高的问题)
66666666666
good!!!!
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
好玩
好玩
泡泡可爱捏
调查爽了
没有线下跑团朋友(撅望
好玩
This is a weird game. You can easily tell that the developers liked experimenting with different mechanics and concepts to use. Due to this I think that the game works well if you're open-minded and looking forward to what it will throw at you, but you won't enjoy it if you're looking for a well-polished experience where each part of the game seems like a smooth transition from the previous ones. The game is divided into modules - you can think of them as chapters, though I believe you can skip some and play them in any order. There's almost no story dependence between them. Gameplay in most (!) chapters is divided into exploration and combat. In exploration, you walk freely around the map and travel between areas investigating mysterious (Lovecraft-inspired) phenomena. Most of the modules / scenarios are set around early 1900s. When interacting with objects and entering new areas there are often dice rolls with difficulty set by your character's skills that dictate what happens (whether your character notices a clue, manages to convince someone etc.). When you encounter an enemy, (or during boss battles near the end of a module), the game switches to a turn-based combat mode. Usually you have 3 characters that can attack, use items or activate various abilities to defeat the enemy. The opponents have their own skills and perks, which affects the way the fight progresses and your strategy. The positioning of your characters matters for aspects like dodge/hit/throw success chance etc. Your skills are also important here for aspects like using firearms or healing other team members. Most modules have multiple endings, with some having quite a lot of them and branching relatively early on. Usually there's a "true" ending that allows you to learn the most about what happened to the characters in the chapter and to fight a difficult boss inspired by the Lovecraft Mythos, wrapping up the module's story in a nice conclusion. Where it gets weird is that there are many mechanics that are used only in selected chapters. When I saw the map during the prologue (where you can move between quite a few different areas of Lovecraftian Arkham) I expected that this would be the game area for all chapters. Nope. This map is only used for the prologue. No other chapter even used a map with selectable destinations until the very last one (which I believe was added quite recently?). Then there were two chapters in a row that were Choose Your Own Adventure games akin to Fallen London or something like that. Playing through the first of these two I was waiting until I could actually move my character myself. It took me a while to realize that it won't happen, because the mechanics of this one were different. More weird mechanics: Yog-Sothoth is a cute anime girl. And you can talk to her. The game has a dedicated button for chat powered by some external AI service and it will roleplay as her. As far as I can tell there's no utility in this - this functionality is not used anywhere else in this game, you can ignore it as I don't think it's actually useful for anything. The characters you create and play as in each scenario - investigators - may lose sanity during the course of the game. This results in various debuffs both during exploration and combat. Therefore after finishing a module you can send them on vacation (or to therapy) - which costs money and only restores a couple points of sanity. Unfortunately, it seems that only your lead investigator for the given chapter gets this privilege. Hope you remembered to use all available sanity and health-restoring items before finishing a chapter, since you won't be getting them back. Some characters that you meet in previous chapters become playable characters later on, but you can't assign them to lead an investigation (so they won't be the main character of a module - that has to be a custom character made by you). Aside from holidays, you can also send your investigators to some additional text-based adventure in-between scenarios. However, only one story like that appears to be available (?). It seems like the mechanic was created with more in mind, but they weren't implemented. Finally, the elephant in the room - the translation. While it isn't as bad as I expected it to be from some forum posts and reading about the game previously (I think the translation has been improved since these posts were made), it's still quite problematic. There are parts that don't have any issues, but a significant chunk of the game's writing just sounds awkward or has grammatical issues. For 99% of the game the text is completely understandable, but it's just weird seeing a sentence that at the same time uses very difficult words (I think some of the writing was stylized to seem more lovecraftian) and isn't really correct English. Moreover, there are minor sections (single dialogue lines or notes you can find) that are still in Chinese... So why am I giving this a positive review despite these flaws? Looking past the translation issues I liked the tone of the writing, which resulted in a unique atmosphere when combined with the anime aesthetic. The characters, while perhaps not extremely unique and memorable, were likeable. As I mentioned most stories have multiple endings, and the choices you make often do matter for how the story progresses - it's not just a single branching off point at the end of a module. Overall, I enjoyed the game. The last chapter was especially intriguing and I was surprised by just how large it was. As I said at the beginning, I think that this is a great game if you come in with lowered expectations and end up being pleasantly surprised. It has a lot of cool elements and is quite varied with what it offers.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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