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Hi Investigators,
Since the official release of "Depersonalization" in August 2024, we've devoted all our efforts to the development of the multiplayer functionality.
However, even now, the multiplayer feature still hasn't been released, which has led many investigators to ask questions like:
The tentative "Hello? Is the studio still alive?"
The sentimental "Ah...will I live to see multiplayer release in my lifetime~~"
Or the accusatory "Hey! Did you guys go out to play again? (◣_◢)!!!"
Although we've been regularly posting weekly and monthly reports, we've always wanted to publish a special report to more comprehensively showcase the multiplayer development process. Therefore, in addition to the latest multiplayer progress, this month's report will also cover some directional adjustments in multiplayer, design ideas, as well as some of the pitfalls we've encountered.
(Note: Some UI and interface mockups in the following images are still in development and do not represent final effects.)
We are working at full capacity on development, targeting a release in Q3 this fall \
Supports cross-platform multiplayer: PC ↔ mobile, and multiplayer between different mobile games
Expected in mid-June: We'll post an \ on social media
We have to admit that multiplayer functionality has indeed taken much longer than we initially expected, and has proven more difficult than we first imagined.
During development, we've cycled through this process countless times:
Wanting to do too much → hitting a wall → acknowledging our limits → unwilling to give up and try to break through → making progress, trying hard → wanting to do too much → hitting a wall again
We initially wanted to do too many things, such as:
Post-release maintenance
Community creation ecosystem activities
Mobile port operations
Second crowdfunding campaign
New module preparation
Return of old systems
Multiplayer backend development ...and so on.
We did indeed take some detours along the way.Here's a summary of this process ↓↓
August 2024 (Post Release)
Our public progress:
"Depersonalization" transitioned to official release, with continued game maintenance
Actual work behind the scenes:
Handling post-release feedback, fixing old issues, improving experience, defining system boundaries
Impact on multiplayer:
The multiplayer version couldn't start immediately—we first needed to ensure the official version itself remained stable and could continue moving forward
Second Half of 2024
Our public progress:
Follow-up directions were successively discussed, and the community was awaiting new content
Actual work behind the scenes:
Attempting to create a multiplayer gameplay demo with limited resources while preparing new content directions
Impact on multiplayer:
Multiplayer was initially imagined as a lightweight gameplay breakthrough rather than a complete narrative module
This is a design project we did before↑
February-April 2025
Our public progress:
Second crowdfunding campaign launched; subsequent content and multiplayer directions became more concrete
Actual work behind the scenes:
Designed a "social deduction game" direction: identities, voting, factions, 4-12 players, post-death participation, etc.
Impact on multiplayer:
We realized it was looking more and more like an entirely new social deduction game, far more complex than expected
An abandoned design↑
May 2025
Our public progress:
New version direction announcement began discussing multiplayer adjustments
Actual work behind the scenes:
Abandoned plans to expand competitive gameplay multiplayer, refocused on PvE narrative multiplayer modules
Impact on multiplayer:
First major directional calibration: no longer just pursuing "having multiplayer functionality"
The idea of adjusting the direction↑
Second Half of 2025
Our public progress:
Mobile version, community creation, crowdfunding fulfillment, and new content plans all progressed in parallel
Actual work behind the scenes:
Mobile porting, testing, performance optimization, compliance, old module debugging, community creation support, second crowdfunding follow-up work all competed for resources, forcing some new module plans to be temporarily shelved
Impact on multiplayer:
The team realized continuing to spread resources thin would push multiplayer further away
February-May 2026
Our public progress:
Multiplayer-related content began frequently reappearing
Actual work behind the scenes:
Team formation, universal requests, speaking permissions, voting, combat synchronization, chat, quest chains, conflict resolution via dice, room processes, networking layer all began systematic implementation and refinement
Impact on multiplayer:
Multiplayer transitioned from directional discussions back into implementation, testing and issue resolution phases
Although these were detours, they helped us realize that many features we "hoped to have" or "should have" might not be suitable to implement initially.
Looking back at these iterative processes of repeatedly overturning and redoing work, they did indeed waste quite a bit of time.
What players saw externally was: the multiplayer feature being mentioned repeatedly but never actually materializing.
During the actual development process, we've also made some functional adjustments. The overall direction has shifted from the early "We want it all!" to the current "Create multiplayer that better suits us."
As previously mentioned in announcements, we initially wanted to create a "social deduction RPG" inspired by Werewolf and Among Us.
We worked in this direction for quite some time, but the more we developed, the less it felt like multiplayer that "Depersonalization" should have.
There were two main reasons:
The competition in this space is extremely fierce Requiring long-term balancing, voice environments, identity/faction design, post-death gameplay, and needing extensive match testing etc.
It didn't suit "Depersonalization" as a narrative game Our core remains storytelling—the branching choices characters make during events, the uncertainty brought by dice rolls. Players don't join to eliminate each other, but to investigate events with friends and experience the chain reactions of their collective choices.
So we ultimately decided: rather than creating bigger multiplayer, we should create multiplayer that better suits us.
Thus multiplayer returned to PvE narrative modules.
In earlier plans, we did consider larger player counts, even designing for 4-12 players, because we wanted multiplayer to accommodate hidden identities, faction conflicts, voting, deception, and post-death participation.
But when actually implementing this within "Depersonalization"'s narrative structure, we found numerous problems:
More players meant more waiting, and story communication became more easily disrupted
Combat, voting, trigger events, and quest chain progression all became lengthy and difficult to manage
Players would shift from "experiencing the story together with friends" to "waiting for others to finish their actions"
So in the 2.0 adjustments, we've decided to first reduce the maximum player count to 3.
This keeps the group size small enough to enable discussion/disagreement and cooperation/surprises while ensuring every player remains visible within the story.
The above is the old version, and the below is the new version↑
We also considered freer interactions like real-time trading, talking over each other, and arbitrary triggering, but within the current game framework this easily became chaotic:
Who gets to represent the party in NPC dialogue?
Who can take key items?
Who is currently occupying a plot node?
When two people try to trigger the same event simultaneously, whose action should the game prioritize?
If not handled properly, this leads to blocking and arguments.
So to make interactions understandable and allow story progression even when requests are denied, we adjusted the rules:
To request an action from others, use "Universal Request"
During group dialogue, use "Request to Speak"
For key decisions requiring group input, use voting or player polling
When conflicts remain unresolved, let the dice decide everything
Item exchanges don't use real-time trading but rather gifting, requesting, and shared storage
After the official release, we always had ideas for new content. For a while, new content and multiplayer work did proceed in parallel.
However, due to limited resources, some previously planned modules ultimately had to be temporarily shelved.
After all, new scenarios require art assets, configuration, and testing resources—but multiplayer also demands significant manpower and affects core systems.
Continuing parallel development risked doing everything poorly, so we're now concentrating all efforts on first making multiplayer work properly.
Our vision is that when multiplayer launches, players should experience:
After entering a module, players should naturally form relationships:
Social players can choose to communicate verbally
Exploratory players can freely investigate While maintaining cooperation, everyone has more freedom—rather than joining the same room only to do their own thing We want every player to have their own place in the story.
The most chaotic aspect of multiplayer narrative is everyone trying to talk at once. So to ensure each conversation has a clear representative, we've added the \ system.
When a character has speaking rights, they'll represent the current dialogue progression
Other players can see their choices and understand how the conversation unfolded
If you wish to take over the conversation, you can request speaking rights (This becomes an in-game request rather than relying solely on yelling "Let me handle this!" in voice chat) We hope this design preserves the feeling of group discussion while preventing narrative chaos.
This is often multiplayer's most interesting aspect. So we've prepared voting, player polling, universal requests, and—letting the dice decide everything!
Multiplayer won't forcibly keep everyone together at all times. Instead, we'll use shared quest chains, actionable hints, party chat, map signals, and multi-party interaction nodes to ensure key objectives remain group-understood. This helps maintain the feeling of collectively uncovering the truth.
We want emergencies to involve more than just individual actions—multiplayer combat shouldn't simply be single-player combat copied three times.
In multiplayer, each player controls their own character—action choices, waiting states, positioning, speed, support, buffs and skill synchronizations all need to be visible to others. For Sanity Checks, KO states, rescues, and support actions, you'll know when teammates have made choices and can see their results.
One thing we care deeply about in multiplayer is whether player actions will be remembered by the story:
If a character triggers a key event, their name can appear in the text
When a player makes a choice, it may enter global records
If story direction changes due to someone's action, the party might later notice lingering consequences This is why we want to implement "Iconic Moments"—we hope the system can record these instances.
This month, we completed artwork for 6 new scenes (base versions without lighting configuration) ↓↓
We're also continuing CG artwork (shareable version) ↓↓
And have completed all current UI optimization requests ↓↓
Improved multiplayer combat flow optimizations
Implemented multiplayer story skip functionality
Fixed KCP forwarding errors caused by overly long messages
Completed network layer data change update adjustments
Fixed story synchronization issues
Adjusted voting functionality
Tested multiplayer combat features
Modified multiplayer room entry switches, optimized module entry flow
Currently addressing remaining multiplayer issue list items
Optimized general combat parameters
Completed Skill tool workflow
Adjusted enemy combat mechanics
Modified module entry NPC loading flow
Optimized Sanity Check presentation
Implemented dispute resolution system (including event selection interface)
Chat UI optimizations (quick chat etc.)
Character overhead indicator modifications
Character switching during preparation phase
Completed design for combat, items, mythos artifacts, spells and companion systems
Currently developing mythos artifacts
Finalized character overhead indicator UI changes
Completed player name extraction functionality
Closing Words
This concludes our Monthly Report.
Questions or suggestions?
Please share them in the comments - we'll respond to constructive feedback.
Discord: https://discord.gg/As7JFHXHS2
Google docs: https://docs.google.com/spreadsheets/d/181XJdypLrqmH7_XLNXtuljfNafG7J2HQCtFD5E54tjE/edit?pli=1#gid=1698557684
Added Korean translation for the mod Phantom Warship.
Optimized skill name display in the character creation interface.
Updated some translations in the game lobby.
Modified some crowdfunding player IDs.
Fixed abnormal display issue with companion Horn's unlock info.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Depersonalization, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Depersonalization statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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