
"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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
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.
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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
同人作品更需要官方的监督,那我问你,你们自己跑过这个团没有?你们要是自己跑过这个团还觉得没问题的话,那就是你们的专业能力下降了,以后你们的出dlc我都得看别人跑完再决定买不买,那我再问你,你们要是自己没跑过这个团就直接放上来卖是不是想钱想疯了?两种结果来看都是你们不上心导致的,为什么我辛辛苦苦创的调查员要给别人的npc当垫子?为什么结局和流程都没有大变化?这和coj有什么区别?以后也别说类coc游戏了,直接说类coj游戏得了,那我为什么不直接去玩rpg游戏?起码在那里我好歹也可以当个勇者什么的,在这呢?不专门去创意工坊订阅后续我连之后剧情都不配知道是吗?我说难听点别把你那二创冠军当什么了,最起码我之前玩人格解体都没怎么打过mod,其他模组也没玩过,你二创冠军名头很大吗?我一定得去玩他的模组?这卖十几块钱你觉得合适?在跑团网站上卖这种模组你不怕被骂死?过剧情完全是被作者操控的无力感,我的调查员能做什么?作者夹带的私货我什么都改变不了。我一直都挺支持你们的游戏的,但是喵法你最好这种事是最后一次,不然就等着死吧
去年的BUG,今年还在。操作无逻辑,空格确认在部分场景失效,只能鼠标点击确认。优化极差,概率闪退,打英雄联盟风扇都不怎么转玩这个风扇都最大转速了。故事一个比一个短。游戏可玩性不足,虽然说是高自由度结果怎么都有战斗,所谓的职业划分毫无意义只是心理安慰,特质更是来搞笑的,对可玩性没什么帮助。 另外基本可以断定好评是刷的
한국어 번역이 안 되어있어서 게임을 더 할 수가 없음
希望可以加一个 同角色副本重复进入的功能 二编:找到了一个重复进入的方法: 在C:\Users\用户\AppData\LocalLow\MeowNature\Depersonalization-Release\steam数字id 中找到GameHallData,用记事本打开后搜索调查员的名字,找到名字前面是Custom_Name的地方停下来,然后在这个位置查找Experiences,找到之后把[ ]里面的东西删了就行,不要删中括号 [ ] [h1]改之前别忘了保存存档[/h1]
I really think this game is something pretty unique and special. I would recommend checking it out, even if just to support the devs (who are shockingly transparent).
全收集全成就通关,评价中规中矩,作为一款rpg来说玩法机制比较平庸普通没有亮眼之处,战斗像是在和敌人打太极,作为克苏鲁剧情来说更为平庸无趣,一关一关的剧情走向感觉在往克苏鲁方向硬靠,像素风格画风还算可以。
非常有趣 适合想玩跑团但找不到搭子的人比如我
评价是中等偏上 只推荐打折购入 目前只玩了前两个官方中篇 感觉一般 世界观和背景设定都感觉似曾相识 作为旅者去异世界挽救时间线(emmm....) 但这个文笔和配音都很一般 辞藻故作华丽 AI电子人配音不如没有 克味更是被不协调的像素风格冲得寡淡 有的时候剧情更不知道在燃什么的感觉 跑团玩法感觉也并不如某些同类作品有趣 但毋庸置疑每项都在及格线上一些 缝合起来整体效果也还行 且游戏自带创作模式 预感创意工坊绝对有神作可玩 这个定价还是推荐折扣入手
特别喜欢这种游戏,有很多不确定性和支线的走向。 就是有两个小小的建议,开发者能不能有更多的调查员模型?我想是可以换发型那种换装小人也行,不然建立调查员的时候重复脸看着有点出戏() 还有就是能不能保留之前其他模组的存档?让玩家自己选择要不要清空模组这样,不然有的时候想要切换模组就只能打完一个了
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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