
Live player count and Steam charts
"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.
Each point is the highest number of players online in that month (UTC). History before July 14, 2026 is imported; everything after is our own readings. Zoom in for finer detail.
| Month | Avg players | Gain | % gain | Peak |
|---|---|---|---|---|
| Jul 2026 * | 76 | +14 | +22.6% | 167 |
| Jun 2026 | 62 | +5 | +8.8% | 163 |
| May 2026 | 57 | -10 | -14.9% | 152 |
| Apr 2026 | 67 | +1 | +1.5% | 179 |
| Mar 2026 | 66 | -14 | -17.5% | 186 |
| Feb 2026 | 80 | -9 | -10.1% | 194 |
| Jan 2026 | 89 | +14 | +18.7% | 277 |
| Dec 2025 | 75 | +1 | +1.4% | 214 |
| Nov 2025 | 74 | -21 | -22.1% | 213 |
| Oct 2025 | 95 | +30 | +46.2% | 272 |
| Sep 2025 | 65 | -118 | -64.5% | 179 |
| Aug 2025 | 183 | +57 | +45.2% | 878 |
* current month, data so far
Average concurrent players by day and hour over the last 15 days, shown in .
Daily activity peaks around 14:00 — a pattern consistent with a player base concentrated in East & Southeast Asia. Steam publishes no per-country player data, so this is inferred from play times.
Language mix of 100 Steam reviews spanning 93 days — a rough proxy for where the player base is.
Every achievement in the game, ordered from most to least earned (#1 is the one the most players have). Height is the share of all players who have it; the dashed line is the median. Global rates from Steam.