This idea is fairly interesting. I never would have thought of turning the Digital Circus into a table-top campaign. If I may, I would like to make some suggestions based on what I read from the game PDF.
I think the game would benefit if it deviated more from the source material in key places.
One of the flaws is that there is no serious end goal to work towards, that's typically a very important feature in a campaign. This could be fixed by deviating from the general understanding that no one can escape from the circus. Instead, they should be able to escape from the circus but only when the majority of the party has undergone self actualization.
At that point they can work together to conjure an actual escape. The adventures are instead tests of character in terms of their ability to make good rolls and decisions that leads to a successful adventure. Successful adventures build up a hope stat. Failing fills a Despair stat. Allied players can lift someone's spirits once per adventure to raise their hope up.
Too much despair and the player abstracts at which point you could deviate from the canon again to create a high stakes adventure to reverse the abstraction. Failing the adventure of course is perma death for that character.
There would also be a cope stat and a coping skill assigned to a player. Cope is used to nullify Despair gained at the cost of Hope and most coping mechanisms also inflict Despair onto others. Players have a set number of cope attempts for the entire campaign and once they run out they can no longer cope with whatever happens to them.
On its own it's still good though. This would be something I would homebrew to meet the experience of any players hoping to have just a bit more structure to a campaign.