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Depersonalization News

Patch Notes v1.4.1 -- BUG fix & Optimization

Thanks for all your bug report and feedback. The most feedback so far is Softlock. Generally it is because the new version of the base-game and the old version of the mod is not compatible. You can try to unsubscribe from the mod first, and then re-subscribe after the mod author has updated it.

Now we updated V1.4.1. Here's the details:

[h3]BUG FIX[/h3]
  1. Fix the bug that the button of opening battlelog will disappear when you open then close it during the combat.
  2. Fix the bug that O'Quill's skill in Nightmare Form will choose a dead target.
  3. Fix the bug that the controller is not available in the processing interface.
  4. Fix the interface bug when talk with Sothoth.
  5. Fix the bug that the violet buff of Nila will be triggered too early.
  6. Fix the bug that the icon of Conceal will disappear.(The icon has thrown a great sucess of Conceal)


[h3]Optimization[/h3]
  1. Add the recommendation character to the module.
  2. Fix the layers of buttons' bug when enter the module.
  3. Change something of controller in Dice interface & setting interface.
  4. During combat. When choosing target, we expanded the camera to avoid UI obscuration resulting in the inability to select a character.
  5. Fix the problem that you will enter the next story when click "Autoplay".


[h3]Localisation fix[/h3]
Translation Unification of weakened & Exhaustion.

[h3]Art fix[/h3]
Fix the missing art of The Gate.

Feedback & Bug report link: Click here

The first major update -- Invitation from a New Dimension is available now!


Hello investigators!
The first major update of Depersonalization is available now! Besides the two modules previously previewed. We've also optimized countless (STILL COUNTABLE) game content. In this version, we've made some new In this update, we have made some new attempts. To be honest, we're a bit apprehensive, so we really need your feedback!
We created an online Google doc to collect the feedbacks.
You can find it here: Please click here
Or you can join our Discord: Click here

About the localization you feedback. We've already start the cooperation with another professional team. They're localizing the new 2 modules. But because of the tight time, we can not input them in the game in this version. You can see them in the next version.
And we're keeping our best to contact a localization team with a free time to fine-tune our previous 4 modules to increase the sense of immersion.


You can check the details below:
(BUT don't forget to check the last part)
  • [h3]New module type[/h3]
    Text module
    【Function】
    Text module is based on text content, omit the existing exploration scene and character resources, and build the stage for the scene. In order to lower the cost of crowd-creation content in the future, we have overhauled the presentation of the text module in this version to bring it in line with the configuration of the exploration module.


    Rules module
    【Function】
    A module type for enhanced event triggering, map movement, and action power. Investigators need to control their action power and dig out clues to events that will lead to the right ending.



  • [h3]Workshop: MOD Resource Manager[/h3]
    We've overhauled and optimized the underlying codes to make sure it can support underlying functional support for the Workshop content. Make all resource configurations readable via the resource directory for in-game and external mod-loaded resources, such as sound and images.
    How to use:
    Please subcribe out example here and find the file with these steps below: Click here

  • [h3]Support controller & full keyboard interaction[/h3]
    The new version supports controller interaction. Meanwhile, the UI will also be completely reworked as some of the original interfaces were not adapted to controller operations, such as backpack, create characters, etc.

    Besides, when you first play it on SteamDeck, you should do the following to enter the game successfully:
    1. Manage(The gear icon) → Properties → Compatibility → Force the use of specific steam play compatibility tools

    2. Controller manage (the controller icon) → Current Layout → Templates → Gamepad With Joystick Trackpad → Apply the layout
  • [h3]QOL improvement[/h3]
    1. Combat
      We add some convenient functions in the combat, like re-start the battle quickly, forfeit, and adjust team member’s position. Moreover, you can check the tips related to some enemies in the battle now.
    2. Re-roll with Luck
      Now the logic of re-roll with Luck consumption has been adjusted.
      As the Luck consumes, players will be more likely to get a result that would otherwise be harder to get.
    3. Ending Records
      Now you can reload after the Scenario Settlement, and then try other endings from a previous point.
      The points that could be reloaded in the module is moved from pre-settlement to post-settlement..
      Now you can use one single character to experience all the ends then choose one to record. And now, you also unlock all the ends in this module.
    4. Refine System
      For a better experience, we have not only made the processing interface full-screen, but also modified and reconfigured the processing list.
      Players can take the method of consuming extra materials to complete the processing directly without checking.
  • [h3]New optimization[/h3]
    1. General
      Now the Skills required for important branches during exploration can be replaced, as well as the option to add remedies after fail check.

    2. Active action function
      Players can now actively perform some actions now in the exploration.
      For example:
      Hiding to avoid enemies in chase;
      Heal without relying on healing items
      Consuming one turn to make some Character's status changes.
      Removing infected tissue. (You can actively remove parasitic effects outside of combat.)


  • [h3]Adjustments[/h3]
    1. Interface of Character's information
      Because of the controller support and new functions, the old interface of Character's info is not enough for all the information now.
      So we have turned it into a full screen and added some new tabs for every character to be able to display more information.
      Except for the current info, you can also check Character's Myth item projection and Profession. Now you can edit Myth item projection for each character and not affect others. The consumption of projection will also change from continuous consumption to one-time consumption.
      The experience interface also allows you to view a more detailed record of your character's experience in the module.

    2. Projection
      The projection function of Myth items is associated with the information of the character, and each character can record his own set of myth items.
      Once a character's projection field is unlocked, it is permanent and does not need to be consumed each time it is projected.
      The myth items projection function that was required at Sothoth has now been moved to the character information, and each character can now edit and save their own myth items projection separately.
      Each character initially has one projection field by default, and can consume time and space points to permanently unlock the remaining two.

    3. Equipment Wearing Logic
      To avoid some extreme situations, we have added new categories -- Books and Clothing.
      A character can equip one book and one piece of clothing at a time. In addition, some items carried by NPCs will become binding items, and the binding items cannot be removed from the character by "Assigned to teammates". Myth items brought into the module by the character through projection will automatically add an equipment binding effect.

    4. Experience
      We have added alternative checks to more than 40 places in the original four modules that need to be checked with a skill attribute. Players can more freely choose the skills to test.
      Characters are able to use the skills they are good at to pass a certain check. And we canceled more than a dozen of checks that are purely interaction of resource acquisition, and now you can directly obtain these resources.
  • [h3]Changes[/h3]
    Rules
    1. Add a cap to skill modifiers for [Energetic] and [Weakened]: The upper limit of Energetic is 20. The maximum cap on skill impairment from Weakened is 20.

    2. Add a cap to skills and Attributes: The upper limit of basic attributes is 90. The upper limit of native skills is 80, and the upper limit of non-native skills is 60.

    3. Some effects may adjust to these caps. (These limits are only in effect for investigators and humans, monsters and others are not subject to this limit)

    4. Added [Massive Size] status to some of the larger enemies:
      In contrast to [Small Size], a bonus dice will be added to the attacker when these [Small Size] enemies are attacked from long range. This change will be applied to some of the enemies in the first four modules.

    5. The bonus for the full amount of damage dealt by an attack action with a large success has been reduced from 1.5x to 1.2x. This change will take effect for both the enemy and us.

    6. When re-entering combat from the character death screen, it restores all friendly HP to max.


  • [h3]Others[/h3]
    【Myth item】 -- Atlach Doll: Character gets Strength +20, Constitution +20
    【Myth item】 -- The Pearl of Nacha: Occultism +10. Every time you start a battle, Summon a spider monster at your front position.
    【Myth item】 -- Yithian Lightning Gun: Damage range: 3-10 → 7-14
    【Myth item】 -- Cultes des Goules: You will not accquire Implant Fear now.
    【Trait】 -- The One Who Doesn't Exists: While [Wake], when you lose SP, you will lose 3 HP instead but the HP will not be reduced to less than 1.
    【Trait】 -- Famous Song: You can only trigger it when [Weakened] or [Psychasthenia].
    【Trait】 -- Workaholic : You will get " Luck -5, SP-5, Money +200" when enter the module.
    【Trait】 -- Scarred: The effect of Scarred now is shown as BUFF.
    【Item】 -- Nunchakus: The trigger condition of 4 consecutive attacks is adjusted to trigger when Agility ≥ 70.
    【Item】 -- Monocle: Intelligence +10. If you have 5 clues at least, you will have a bonus dice in Observe and Perception Check.
    If you have 10 or more clues, whenever a battle begins, expose a random enemy's weakness.
    If you have 15 or more clues, Your successful [Conceal] in combat will additionally add the [preparing for attack] status.
    【Item】 -- Hiking Boots: Add a new effect. All friendly summons gain a bonus dice in all checks.
    【Magic】 -- Create Mist: 1 bonus dice → 2 bonus dices.
    Change consumption of some Magic.

    Add new Myth item【Black Fan】. You can get it after defeating The Bloated Woman in the module -- Lies and Fraud.

    The synthesis recipe of [Spear] has been added to the processing recipe.

  • [h3]Interlude[/h3]
    Add an effect "retrieve oneself" of vacation in Interlude. It will resets the investigator's SP to equal the current Willpower, but does not cause the SP to exceed the upper limit.
    In Study, all study projects will return 2 points of Development Phase Time after failure.
  1. Text module editor
    • UI, the simple configration of rules module and text module and Creative Call for Entries.


  2. English localized version

  3. Real human voice over for All-in-One and One-in-All

  4. Steam achievements, optimization of the July version, the function of history records in the exploration module.


[h3]What will we do in the current plan?[/h3]
July 5th - July 19th Stabilize the version
July 19th - Aug. 15th The editor of text module; optimization
Aug. 15th Receive an another English verson of new content
Aug. 15th - Aug. 30th QA & LQA

[h3]Others in plan[/h3]
Finish the module process of CURSENDAY BLACK CARNIVAL.
Finish the toturial plot.
Finish the optimization plot of combat.
Finish the plot of Friends system.

Announcement regarding Depersonalization major update release date

Sorry investigators! We have to postpone the major update until July 5th!

[h3]NOTICE: All images will be replaced with English versions later.[/h3]
The main reason is that we've been reworking some of the new features, and with half of the studio being bedridden because of the COVID 19... We’ve set up a one-month long debug plan after the development done, so we'll have to postpone it until July 5th.
We’re very sorry for the delay.

About the details of this update, you can check it here:
https://store.steampowered.com/news/app/1477070/view/6305642993813444264?l=english
About the “profession system” we mentioned in the previous announcement, sorry we can’t make it in time. But we will work on this immediately after this update!

[h2]Preview of new modules[/h2]
  • [h3]New version of text module[/h3]
    • Text module is based on text content, omit the existing exploration scene and character resources, and build the stage for the scene. In essence, the text group should be a kind of novel form, but the gameplay is the same as the function of the existing module.
    • Black Tower of The New Moon
      The black domain institutes has been working on the conservation and study of various species, including human being.
      However, in the early hours of last night, the Institute received an urgent call from the cinerea site that it was under attack and subsequently the cinerea site went silent.
      As an experienced investigator, you have received a commission from the Institute. Several professionals will travel with you to the site of the incident in order to let the cause come to light.


  • [h3]Rules module[/h3]
    • This genre is created for the Workshop which can support all kinds of self creation in the future, such as anime/novels/rules play/suspense.
    • The waiting amusement park
      Established in July 1955, the amusement park in Waiting Town has a long history of over fifty years.
      Over the years, this amusement park has been a popular place for the town's residents to enjoy their time together. It has also been a great source of memories and childhood fun for many people.
      On a dark July night, a crimson light up, from the amusement park...


[h3]What are we doing now?[/h3]
For now, we will share our devlog on Bilibili and Weibo. But in the future, we will try our best to turn it in English and post on Twitter.
You can see them now from the links below (only has Chinese for now):
Bilibili: Click here
Weibo: Click here

Teaser for the update of Depersonalization

Hello everyone! We plan to update the version on June 15th at the latest!!

Although it looks like very justified, it's actually a month's delay compared to the previous schedule we talked in this Spring...But we have a REASON! The main thing is that we want to update both 2 NEW module types and the corresponding NEW stories this time. And of course some optimization.

So after all things considered, we're going to build on this update by incorporating some of the content in summer and combining it together into one big release.

[h3]Notice:[/h3] This update does not include the Cursenday module. The main reason is the lack of manpower & effort, so we plan to update this module in Winter.

  1. [h3]2 new types of module: [/h3]

    · 【New version of text module】
    “How to fight in text module?”, ”How to make a team in text module(not online of course)?”, ”How to use items in text module?”All these questions has been treated in this new version of text module.
    Generally, for investigators who are good at creating settings can only set the story structure/character content and upload some of the art resources(such as background art/stand-ups, etc.) to create a text module which looks like a novel.

    · 【Rules module】
    This genre was created for the Workshop which can support all kinds of self creation in the future, such as anime/novels/rules play/suspense. In this type, each identity of a character is determined by the module, and the are no limits in the growth of career changes, item acquisition, collection and others.



    We would have liked to give a general preview of the stories of the corresponding new module, but it's a busy time for changing the setting, so we won't show much details in this announcement. But we will give come back with a report in the April monthly report when the direction is confirmed.

  2. [h3]The return of AI Yog-Sothoth[/h3]
    · Now Yog-Sothoth has been connected to the ChatGPT, conversations will be much smarter than before! As long as there are no unexpected things that necessitate a delay, this will be ready for you in the new version.



  3. [h3]Workshop: MOD Resource Manager[/h3]
    · We’re currently in the process of overhauling and optimizing the underlying codes to make sure it can support underlying functional support for the Workshop content: Make all resource configurations readable via the resource directory for in-game and external mod-loaded resources, such as sound and images.

  4. [h3]Support controller & full keyboard interaction[/h3]
    · The new version will support controller interaction. Meanwhile, the UI will also be completely reworked as some of the original interfaces were not adapted to controller operations, such as backpack, create characters, etc.

  5. [h3]Profession System[/h3]
    · The Profession system is a new system for the rule play module, where players' characters can obtain some special items in this module and bring back to the Space-Time Temple to activate and enhance their Profession.
    · Advanced Professions will be more like an ability that resembles a trait but takes on a different role. Plus, some modules in the future will also have Class and Level requirements for characters.

  1. [h3]QOL[/h3]
    · Combat: We add some convenient functions in the combat, like re-start the battle quickly, forfeit, and adjust team member’s position. Moreover, you can check the tips related to the enemy in the battle now.

    · Check success rate indication: You can see all the factors that will affect the final success rate before the test.

    · Re-roll with Luck: Now the logic of re-roll with Luck consumption has been adjusted, as the number of re-rolls increases, players will be more likely to throw a result that would not otherwise be easy to see.

    ·

  2. [h3]Exploration[/h3]
    · General: Now the Skills required for important branches during exploration can be replaced, as well as the option to add remedies after fail check.

    · Active action function: With this new function, players can take some actions now in the exploration. For example, hiding to avoid enemies in chase, heal without relying on healing items, consuming one turn to make some Character's status changes, and some actions that could otherwise only be performed in combat, such as [removing infected tissue].

  3. [h3]Optimization of Ending Records/Interface of Character's information[/h3]
    · Ending Records
    Now you can reload after the Scenario Settlement, and then try other endings from a previous point.

    · Interface of Character's information
    Because of the controller and new functions, the old interface of Character's info is not enough for all the information now.

    So we have turned it into a full screen and added some new tabs for every character to be able to display more information.

    Except for the current info, you can also check Character's Myth projection and Profession. Now you can edit Myth projection for each character and not affect others. The consumption of projection will also change from continuous consumption to one-time consumption.

    Besides all the things above, the experience interface also allows you to view a more detailed record of your character's experience in the module.

  4. [h3]Refine System[/h3]
    · For a better experience, we have not only made the processing interface full-screen, but also modified and reconfigured the processing list.

  5. [h3]Equipment Wearing Logic[/h3]
    · To avoid some extreme situations, we have added new categories for books and clothing.

    · A character can equip one book and one piece of clothing at a time. In addition, some items carried by NPCs will become binding items, and the binding items cannot be removed from the character by "Assigned to teammates".

  6. [h3]Others[/h3]
    · We have added alternative checks to more than 40 places in the original four modules that need to be checked with a skill attribute. Players can more freely choose the skills to test.
    Characters are able to use the skills they are good at to pass a certain check. And we canceled more than a dozen of checks that are purely interaction of resource acquisition, and now you can directly obtain these resources.

[Monthly Report] QA & MOD tools description & Sothoth AI will return

Hello everyone!

After the launch last year, we’ve received plenty of suggestions and feedback. So for 3 months after the launch, we’re kept fixing BUGs and optimizing while we were busy with the development of the new version. And as the development is now gradually stabilized, we would like to share the development progress to you in a more timely manner.

Therefore, in the middle of each month, we will update the monthly report to show our work to you. If you have any question, please don’t hesitate to leave a message, or join our community!

Discord Twitter

[h3]QA[/h3]

Q: Will you fix the problem that the character can be stronger with no limit?
A: We will give a upper limits and balance with an expanded career system, and limit career types for some modules.

For example:
For each character, in addition to the job(primary job) you choose at the beginning, you may have some advanced jobs to choose. The possible effects are:
1. Increase the upper limit of the specified skills/attributes of the character
2. Increase the character's native skills
3. Give the character one or more additional traits while the job is in effect.

Q: The current tutorial is not enough to understand some settings
A: The more detailed tutorial has been scheduled. We expect that we can begin in the summer.
Previously, because of the lack of manpower and time, the tutorial is abbreviated, after which we will carry out more optimization.

Q: Can player-made modules be associated with the Space-Time Temple?
A: That’s free, we have no explicit restrictions.
If the content creators are willing to add plot eggs of the Space-Time Temple, but at present we are not too satisfactory for this piece of the settings. The future expansion of the Space-Time Temple still needs to accumulate a period of time. But what won't change is that our goal for the Space-Time Temple is to provide support for the many story modules.

Q: Can I customize the resources in the module?
A: Great question! This is really being done!
We are currently overhauling and optimizing the underlying code so that all resource configurations can be read from within the in-game and external mods.

Q: What does the Mod making tools like?
A: Because we opened the MOD, in order to meet the creative will of the creators and to approach the goal of a future where everyone can participate in the creation, we have designed different types of modules to meet the needs of different creators.

For example, for creators who like story content, we have prepared a new version of Text module. Creators only need to focus on story structure and character as well as some character resource packs, and background image.


For creators who love reasoning and level design, we’ve made the Rules Play Module(the upgraded module). You should control yourself and then solving different problems and solve the risk at the end.


The last one is exploration module. It doesn’t has specific editing interface, but the approach is definitely to select existing resources and generate rooms by dragging and dropping configurations.


Q: What’s the intended solution to the problem that the current dice mechanism has too much randomness.
A: We've added several skills to exploration process to check the important branches.
Choosing the right skill will make it easier to succeed, while penalties will exist for unsuitable skills. Also if an important check fails, we allow another remedy after the failure.

Q: Will the game have a replay function?
A: Yes, but we will achieve it more efficiently, such as the current text module.
In order to make it more efficient for creators to join the module, we are now working on a new version of the text module feature. It requires the recording of individual actions.


[h3]New features has been finished. AI Sothoth will return! Maybe we will update it in the next update.[/h3]

Now Sothoth has plugged into ChatGPT's interface, the character's dialogue will be much more intelligent than before.

This feature maybe updated in the next update. What worth noting is that we will support MOD for ChatGPT's training guide as well, so investigators who are interested in this piece can try it afterwards.

P.S.
Because it is a private key, there will be concurrent problems for multiple people to access the processing,
so the configuration of the MOD supports modifying the key to your own private access key. if you are worried about exposure to the public, please be sure to modify the MOD to be visible only to yourself or your friends.


[h3]New optimization: General interaction optimization completed[/h3]
Because the current version of the skill check is too much consideration for the experience of multiple characters to pass the module, but not to fully consider the single character to reach all ends. Therefore, if the character wants to carry out an action, they often can not succeed and feel uncomfortable because the "unlucky" roll.
So we added skill substitution to some important branch-selected actions. And added the option of remedies after failure. When an action is to be performed, choosing the right method will make it easier to succeed, while the wrong method will have penalties.


What needs to say is: Some special action doesn’t need a skill check, such as using money to buy someone, open the room with a crowbar, processing synthetic items, all can exist a certain success method.


[h3]Other notes[/h3]
The above schematics are development design draft, everything is subject to the final actual update.
In addition, due to the limitation of graphic space, the details that can be displayed are limited.
Besides the above, the rest of the work is also in progress, such as modules with new contents, controller interaction features, functional gameplay modules. And various optimizations: like text module, generic interaction optimization, hint messages, dice check, etc.

In the following monthly reports, we will try to release the work that has been completed, or is largely completed, and for the work that is under development, please acquiesce that we are working intensively on it.

Because we want to express our sincerity with the completed progress, preferably already the finished picture, obvious progress effect. And not just some plans and development lists, so that the unfinished work is not described afterwards.

[h3]At the end[/h3]
Finally, thank you all again for your support!
We know that we can't get this far without everyone's tolerance and encouragement. There is still a lot of room for improvement in the current content of Depersonalization, and the playable modules need to be filled with more content. We also want to link up with many of the biggest players in the world, and we have the creative workshops and online features that we promised before...

We will continue to update for a long time, perhaps encountering some unexpected difficulties, or perhaps some of the content presented in the middle is not satisfactory to you. But we will not give up and keep working hard towards the goal, and accept your feedback, constantly to create new modules, optimization, and achieve our promised goal little by little.

Finally, finally, thank you again for accompanying us to grow, and we will try to present you with good content!