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【Depersonalization】Monthly Report - 2026.05

Depersonalization · Community Announcements · June 01, 2026

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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:

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.)


Overall Progress

Some Detours During These Two Years of Development

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:

We did indeed take some detours along the way.Here's a summary of this process ↓↓

August 2024 (Post Release)

Our public progress:

Actual work behind the scenes:

Impact on multiplayer:

Second Half of 2024

Our public progress:

Actual work behind the scenes:

Impact on multiplayer:

This is a design project we did before↑

February-April 2025

Our public progress:

Actual work behind the scenes:

Impact on multiplayer:

An abandoned design↑

May 2025

Our public progress:

Actual work behind the scenes:

Impact on multiplayer:

The idea of adjusting the direction↑

Second Half of 2025

Our public progress:

Actual work behind the scenes:

Impact on multiplayer:

February-May 2026

Our public progress:

Actual work behind the scenes:

Impact on multiplayer:

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.

We're truly sorry for keeping everyone waiting so long.

Feature Updates & Directional Adjustments

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."

Gameplay shifted from social deduction back to PvE narrative

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:

  1. 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.

  2. 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.

Multiplayer count adjusted to maximum 3 players

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:

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↑

Interaction adjustments: Request to speak, voting, and dice

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:

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:

From parallel development of multiple new features to focusing on completing a multiplayer module

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.

What the Adjusted Multiplayer Will Feel Like

Our vision is that when multiplayer launches, players should experience:

When you and friends enter a story together...

After entering a module, players should naturally form relationships:

When conversing with NPCs...

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 \[Request to Speak] system.

When opinions differ...

This is often multiplayer's most interesting aspect. So we've prepared voting, player polling, universal requests, and—letting the dice decide everything!

When deciding to split up!

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.

During combat or crises...

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.

When someone makes a choice, it gets noticed and remembered

One thing we care deeply about in multiplayer is whether player actions will be remembered by the story:


Other Progress: Art

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 ↓↓

Other Progress

1.Multiplayer Development & Optimization

2.Combat & Core System Optimization

3.Content Features & UI Iterations

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

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